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authorDiva Canto2014-05-04 20:54:42 -0700
committerDiva Canto2014-05-04 20:54:42 -0700
commit13b2ac14253a5f9ec75ec9712d1fd2fe17d1d005 (patch)
tree6f8da9dedee17d5e09de81b81c16d04149e854e2 /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
parentPlease note: older simulators (0.7.6) still send the info about gzip in Conte... (diff)
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Makes it possible to support grids in which all the simulators share all central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets
are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server. Note that this an advanced configuration and requires some security strengthening coming up.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs15
1 files changed, 11 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index bb9f457..64da5f6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -125,13 +125,18 @@ namespace OpenSim.Region.Framework.Scenes
125 125
126 return false; 126 return false;
127 } 127 }
128 }
129
130 public bool AddInventoryItem(InventoryItemBase item)
131 {
132 return AddInventoryItem(item, true);
128 } 133 }
129 134
130 /// <summary> 135 /// <summary>
131 /// Add the given inventory item to a user's inventory. 136 /// Add the given inventory item to a user's inventory.
132 /// </summary> 137 /// </summary>
133 /// <param name="item"></param> 138 /// <param name="item"></param>
134 public bool AddInventoryItem(InventoryItemBase item) 139 public bool AddInventoryItem(InventoryItemBase item, bool trigger)
135 { 140 {
136 if (item.Folder != UUID.Zero && InventoryService.AddItem(item)) 141 if (item.Folder != UUID.Zero && InventoryService.AddItem(item))
137 { 142 {
@@ -140,7 +145,8 @@ namespace OpenSim.Region.Framework.Scenes
140 { 145 {
141 userlevel = 1; 146 userlevel = 1;
142 } 147 }
143 EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel); 148 if (trigger)
149 EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
144 150
145 return true; 151 return true;
146 } 152 }
@@ -179,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
179 { 185 {
180 userlevel = 1; 186 userlevel = 1;
181 } 187 }
182 EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel); 188 if (trigger)
189 EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, (AssetType)item.AssetType, item.AssetID, item.Name, userlevel);
183 190
184 if (originalFolder != UUID.Zero) 191 if (originalFolder != UUID.Zero)
185 { 192 {
@@ -751,7 +758,7 @@ namespace OpenSim.Region.Framework.Scenes
751 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 758 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
752 if (invAccess != null) 759 if (invAccess != null)
753 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient); 760 invAccess.TransferInventoryAssets(itemCopy, senderId, recipient);
754 AddInventoryItem(itemCopy); 761 AddInventoryItem(itemCopy, false);
755 762
756 if (!Permissions.BypassPermissions()) 763 if (!Permissions.BypassPermissions())
757 { 764 {