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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs463
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs7
4 files changed, 276 insertions, 207 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 9ccf5a0..753aada 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Net; 30using System.Net;
31using System.Xml;
31using System.Reflection; 32using System.Reflection;
32using System.Threading; 33using System.Threading;
33 34
@@ -191,11 +192,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
191 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID, 192 public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
192 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient) 193 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
193 { 194 {
194 // HACK: This is only working for lists containing a single item!
195 // It's just a hack to make this WIP compile and run. Nothing
196 // currently calls this with multiple items.
197 UUID ret = UUID.Zero; 195 UUID ret = UUID.Zero;
198 196
197 // The following code groups the SOG's by owner. No objects
198 // belonging to different people can be coalesced, for obvious
199 // reasons.
199 Dictionary<UUID, List<SceneObjectGroup>> deletes = 200 Dictionary<UUID, List<SceneObjectGroup>> deletes =
200 new Dictionary<UUID, List<SceneObjectGroup>>(); 201 new Dictionary<UUID, List<SceneObjectGroup>>();
201 202
@@ -207,266 +208,328 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
207 deletes[g.OwnerID].Add(g); 208 deletes[g.OwnerID].Add(g);
208 } 209 }
209 210
210 foreach (List<SceneObjectGroup> objlist in deletes.Values) 211 // This is pethod scoped and will be returned. It will be the
211 ret = DeleteToInventory(action, folderID, objlist, remoteClient); 212 // last created asset id
213 UUID assetID = UUID.Zero;
212 214
213 return ret; 215 // Each iteration is really a separate asset being created,
214 } 216 // with distinct destinations as well.
217 foreach (List<SceneObjectGroup> objlist in deletes.Values)
218 {
219 Dictionary<UUID, string> xmlStrings =
220 new Dictionary<UUID, string>();
215 221
216 private UUID DeleteToInventory(DeRezAction action, UUID folderID, 222 foreach (SceneObjectGroup objectGroup in objlist)
217 SceneObjectGroup objectGroup, IClientAPI remoteClient) 223 {
218 { 224 Vector3 inventoryStoredPosition = new Vector3
219 UUID assetID = UUID.Zero; 225 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
226 ? 250
227 : objectGroup.AbsolutePosition.X)
228 ,
229 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
230 ? 250
231 : objectGroup.AbsolutePosition.X,
232 objectGroup.AbsolutePosition.Z);
220 233
221 Vector3 inventoryStoredPosition = new Vector3 234 Vector3 originalPosition = objectGroup.AbsolutePosition;
222 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
223 ? 250
224 : objectGroup.AbsolutePosition.X)
225 ,
226 (objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
227 ? 250
228 : objectGroup.AbsolutePosition.X,
229 objectGroup.AbsolutePosition.Z);
230 235
231 Vector3 originalPosition = objectGroup.AbsolutePosition; 236 // Restore attachment data after trip through the sim
237 if (objectGroup.RootPart.AttachPoint > 0)
238 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
239 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
232 240
233 // Restore attachment data after trip through the sim 241 objectGroup.AbsolutePosition = inventoryStoredPosition;
234 if (objectGroup.RootPart.AttachPoint > 0)
235 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
236 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
237 242
238 objectGroup.AbsolutePosition = inventoryStoredPosition; 243 // Make sure all bits but the ones we want are clear
244 // on take.
245 // This will be applied to the current perms, so
246 // it will do what we want.
247 objectGroup.RootPart.NextOwnerMask &=
248 ((uint)PermissionMask.Copy |
249 (uint)PermissionMask.Transfer |
250 (uint)PermissionMask.Modify);
251 objectGroup.RootPart.NextOwnerMask |=
252 (uint)PermissionMask.Move;
239 253
240 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 254 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
241 255
242 objectGroup.AbsolutePosition = originalPosition; 256 objectGroup.AbsolutePosition = originalPosition;
243 257
244 // Get the user info of the item destination 258 xmlStrings[objectGroup.UUID] = sceneObjectXml;
245 // 259 }
246 UUID userID = UUID.Zero;
247 260
248 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || 261 string itemXml;
249 action == DeRezAction.SaveToExistingUserInventoryItem)
250 {
251 // Take or take copy require a taker
252 // Saving changes requires a local user
253 //
254 if (remoteClient == null)
255 return UUID.Zero;
256 262
257 userID = remoteClient.AgentId; 263 if (objlist.Count > 1)
258 } 264 {
259 else 265 float minX, minY, minZ;
260 { 266 float maxX, maxY, maxZ;
261 // All returns / deletes go to the object owner
262 //
263 267
264 userID = objectGroup.RootPart.OwnerID; 268 Vector3[] offsets = m_Scene.GetCombinedBoundingBox(objlist,
265 } 269 out minX, out maxX, out minY, out maxY,
270 out minZ, out maxZ);
266 271
267 if (userID == UUID.Zero) // Can't proceed 272 // CreateWrapper
268 { 273 XmlDocument itemDoc = new XmlDocument();
269 return UUID.Zero; 274 XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
270 } 275 itemDoc.AppendChild(root);
271 276
272 // If we're returning someone's item, it goes back to the 277 // Embed the offsets into the group XML
273 // owner's Lost And Found folder. 278 for ( int i = 0 ; i < objlist.Count ; i++ )
274 // Delete is treated like return in this case 279 {
275 // Deleting your own items makes them go to trash 280 XmlDocument doc = new XmlDocument();
276 // 281 SceneObjectGroup g = objlist[i];
282 doc.LoadXml(xmlStrings[g.UUID]);
283 XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
284 e.SetAttribute("offsetx", offsets[i].X.ToString());
285 e.SetAttribute("offsety", offsets[i].Y.ToString());
286 e.SetAttribute("offsetz", offsets[i].Z.ToString());
277 287
278 InventoryFolderBase folder = null; 288 XmlNode objectNode = itemDoc.ImportNode(e, true);
279 InventoryItemBase item = null; 289 root.AppendChild(objectNode);
290 }
280 291
281 if (DeRezAction.SaveToExistingUserInventoryItem == action) 292 float sizeX = maxX - minX;
282 { 293 float sizeY = maxY - minY;
283 item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID, userID); 294 float sizeZ = maxZ - minZ;
284 item = m_Scene.InventoryService.GetItem(item);
285 295
286 //item = userInfo.RootFolder.FindItem( 296 root.SetAttribute("x", sizeX.ToString());
287 // objectGroup.RootPart.FromUserInventoryItemID); 297 root.SetAttribute("y", sizeY.ToString());
298 root.SetAttribute("z", sizeZ.ToString());
288 299
289 if (null == item) 300 itemXml = itemDoc.InnerXml;
301 }
302 else
290 { 303 {
291 m_log.DebugFormat( 304 itemXml = xmlStrings[objlist[0].UUID];
292 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
293 objectGroup.Name, objectGroup.UUID);
294 return UUID.Zero;
295 } 305 }
296 } 306
297 else 307 // Get the user info of the item destination
298 {
299 // Folder magic
300 // 308 //
301 if (action == DeRezAction.Delete) 309 UUID userID = UUID.Zero;
310
311 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
312 action == DeRezAction.SaveToExistingUserInventoryItem)
302 { 313 {
303 // Deleting someone else's item 314 // Take or take copy require a taker
315 // Saving changes requires a local user
304 // 316 //
305 if (remoteClient == null || 317 if (remoteClient == null)
306 objectGroup.OwnerID != remoteClient.AgentId) 318 return UUID.Zero;
307 {
308 319
309 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 320 userID = remoteClient.AgentId;
310 }
311 else
312 {
313 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
314 }
315 } 321 }
316 else if (action == DeRezAction.Return) 322 else
317 { 323 {
318 324 // All returns / deletes go to the object owner
319 // Dump to lost + found unconditionally
320 // 325 //
321 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 326
327 userID = objlist[0].RootPart.OwnerID;
322 } 328 }
323 329
324 if (folderID == UUID.Zero && folder == null) 330 if (userID == UUID.Zero) // Can't proceed
325 { 331 {
326 if (action == DeRezAction.Delete) 332 return UUID.Zero;
333 }
334
335 // If we're returning someone's item, it goes back to the
336 // owner's Lost And Found folder.
337 // Delete is treated like return in this case
338 // Deleting your own items makes them go to trash
339 //
340
341 InventoryFolderBase folder = null;
342 InventoryItemBase item = null;
343
344 if (DeRezAction.SaveToExistingUserInventoryItem == action)
345 {
346 item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID);
347 item = m_Scene.InventoryService.GetItem(item);
348
349 //item = userInfo.RootFolder.FindItem(
350 // objectGroup.RootPart.FromUserInventoryItemID);
351
352 if (null == item)
327 { 353 {
328 // Deletes go to trash by default 354 m_log.DebugFormat(
329 // 355 "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
330 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); 356 objlist[0].Name, objlist[0].UUID);
357 return UUID.Zero;
331 } 358 }
332 else 359 }
360 else
361 {
362 // Folder magic
363 //
364 if (action == DeRezAction.Delete)
333 { 365 {
366 // Deleting someone else's item
367 //
334 if (remoteClient == null || 368 if (remoteClient == null ||
335 objectGroup.OwnerID != remoteClient.AgentId) 369 objlist[0].OwnerID != remoteClient.AgentId)
336 { 370 {
337 // Taking copy of another person's item. Take to 371
338 // Objects folder. 372 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
339 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
340 } 373 }
341 else 374 else
342 { 375 {
343 // Catch all. Use lost & found 376 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
377 }
378 }
379 else if (action == DeRezAction.Return)
380 {
381
382 // Dump to lost + found unconditionally
383 //
384 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
385 }
386
387 if (folderID == UUID.Zero && folder == null)
388 {
389 if (action == DeRezAction.Delete)
390 {
391 // Deletes go to trash by default
344 // 392 //
393 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
394 }
395 else
396 {
397 if (remoteClient == null ||
398 objlist[0].OwnerID != remoteClient.AgentId)
399 {
400 // Taking copy of another person's item. Take to
401 // Objects folder.
402 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object);
403 }
404 else
405 {
406 // Catch all. Use lost & found
407 //
345 408
346 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); 409 folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
410 }
347 } 411 }
348 } 412 }
349 }
350 413
351 // Override and put into where it came from, if it came 414 // Override and put into where it came from, if it came
352 // from anywhere in inventory 415 // from anywhere in inventory
353 // 416 //
354 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) 417 if (action == DeRezAction.Take || action == DeRezAction.TakeCopy)
355 {
356 if (objectGroup.RootPart.FromFolderID != UUID.Zero)
357 { 418 {
358 InventoryFolderBase f = new InventoryFolderBase(objectGroup.RootPart.FromFolderID, userID); 419 if (objlist[0].RootPart.FromFolderID != UUID.Zero)
359 folder = m_Scene.InventoryService.GetFolder(f); 420 {
421 InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID);
422 folder = m_Scene.InventoryService.GetFolder(f);
423 }
360 } 424 }
361 }
362
363 if (folder == null) // None of the above
364 {
365 folder = new InventoryFolderBase(folderID);
366 425
367 if (folder == null) // Nowhere to put it 426 if (folder == null) // None of the above
368 { 427 {
369 return UUID.Zero; 428 folder = new InventoryFolderBase(folderID);
370 }
371 }
372 429
373 item = new InventoryItemBase(); 430 if (folder == null) // Nowhere to put it
374 item.CreatorId = objectGroup.RootPart.CreatorID.ToString(); 431 {
375 item.ID = UUID.Random(); 432 return UUID.Zero;
376 item.InvType = (int)InventoryType.Object; 433 }
377 item.Folder = folder.ID; 434 }
378 item.Owner = userID;
379 }
380 435
381 AssetBase asset = CreateAsset( 436 item = new InventoryItemBase();
382 objectGroup.GetPartName(objectGroup.RootPart.LocalId), 437 // Can't know creator is the same, so null it in inventory
383 objectGroup.GetPartDescription(objectGroup.RootPart.LocalId), 438 if (objlist.Count > 1)
384 (sbyte)AssetType.Object, 439 item.CreatorId = UUID.Zero.ToString();
385 Utils.StringToBytes(sceneObjectXml), 440 else
386 objectGroup.OwnerID.ToString()); 441 item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
387 m_Scene.AssetService.Store(asset); 442 item.ID = UUID.Random();
388 assetID = asset.FullID; 443 item.InvType = (int)InventoryType.Object;
444 item.Folder = folder.ID;
445 item.Owner = userID;
446 if (objlist.Count > 1)
447 item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
448 }
389 449
390 if (DeRezAction.SaveToExistingUserInventoryItem == action) 450 AssetBase asset = CreateAsset(
391 { 451 objlist[0].GetPartName(objlist[0].RootPart.LocalId),
392 item.AssetID = asset.FullID; 452 objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
393 m_Scene.InventoryService.UpdateItem(item); 453 (sbyte)AssetType.Object,
394 } 454 Utils.StringToBytes(itemXml),
395 else 455 objlist[0].OwnerID.ToString());
396 { 456 m_Scene.AssetService.Store(asset);
397 item.AssetID = asset.FullID; 457 assetID = asset.FullID;
398 458
399 if (remoteClient != null && (remoteClient.AgentId != objectGroup.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 459 if (DeRezAction.SaveToExistingUserInventoryItem == action)
400 { 460 {
401 uint perms = objectGroup.GetEffectivePermissions(); 461 item.AssetID = asset.FullID;
402 uint nextPerms = (perms & 7) << 13; 462 m_Scene.InventoryService.UpdateItem(item);
403 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
404 perms &= ~(uint)PermissionMask.Copy;
405 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
406 perms &= ~(uint)PermissionMask.Transfer;
407 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
408 perms &= ~(uint)PermissionMask.Modify;
409
410 // Make sure all bits but the ones we want are clear
411 // on take.
412 // This will be applied to the current perms, so
413 // it will do what we want.
414 objectGroup.RootPart.NextOwnerMask &=
415 ((uint)PermissionMask.Copy |
416 (uint)PermissionMask.Transfer |
417 (uint)PermissionMask.Modify);
418 objectGroup.RootPart.NextOwnerMask |=
419 (uint)PermissionMask.Move;
420
421 item.BasePermissions = perms & objectGroup.RootPart.NextOwnerMask;
422 item.CurrentPermissions = item.BasePermissions;
423 item.NextPermissions = objectGroup.RootPart.NextOwnerMask;
424 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask & objectGroup.RootPart.NextOwnerMask;
425 item.GroupPermissions = objectGroup.RootPart.GroupMask & objectGroup.RootPart.NextOwnerMask;
426
427 // Magic number badness. Maybe this deserves an enum.
428 // bit 4 (16) is the "Slam" bit, it means treat as passed
429 // and apply next owner perms on rez
430 item.CurrentPermissions |= 16; // Slam!
431 } 463 }
432 else 464 else
433 { 465 {
434 item.BasePermissions = objectGroup.GetEffectivePermissions(); 466 item.AssetID = asset.FullID;
435 item.CurrentPermissions = objectGroup.GetEffectivePermissions(); 467
436 item.NextPermissions = objectGroup.RootPart.NextOwnerMask; 468 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
437 item.EveryOnePermissions = objectGroup.RootPart.EveryoneMask; 469 foreach (SceneObjectGroup grp in objlist)
438 item.GroupPermissions = objectGroup.RootPart.GroupMask; 470 effectivePerms &= grp.GetEffectivePermissions();
471 effectivePerms |= (uint)PermissionMask.Move;
472
473 if (remoteClient != null && (remoteClient.AgentId != objlist[0].RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
474 {
475 uint perms = effectivePerms;
476 uint nextPerms = (perms & 7) << 13;
477 if ((nextPerms & (uint)PermissionMask.Copy) == 0)
478 perms &= ~(uint)PermissionMask.Copy;
479 if ((nextPerms & (uint)PermissionMask.Transfer) == 0)
480 perms &= ~(uint)PermissionMask.Transfer;
481 if ((nextPerms & (uint)PermissionMask.Modify) == 0)
482 perms &= ~(uint)PermissionMask.Modify;
483
484 item.BasePermissions = perms & objlist[0].RootPart.NextOwnerMask;
485 item.CurrentPermissions = item.BasePermissions;
486 item.NextPermissions = perms & objlist[0].RootPart.NextOwnerMask;
487 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & objlist[0].RootPart.NextOwnerMask;
488 item.GroupPermissions = objlist[0].RootPart.GroupMask & objlist[0].RootPart.NextOwnerMask;
489
490 // Magic number badness. Maybe this deserves an enum.
491 // bit 4 (16) is the "Slam" bit, it means treat as passed
492 // and apply next owner perms on rez
493 item.CurrentPermissions |= 16; // Slam!
494 }
495 else
496 {
497 item.BasePermissions = effectivePerms;
498 item.CurrentPermissions = effectivePerms;
499 item.NextPermissions = objlist[0].RootPart.NextOwnerMask & effectivePerms;
500 item.EveryOnePermissions = objlist[0].RootPart.EveryoneMask & effectivePerms;
501 item.GroupPermissions = objlist[0].RootPart.GroupMask & effectivePerms;
439 502
440 item.CurrentPermissions &= 503 item.CurrentPermissions &=
441 ((uint)PermissionMask.Copy | 504 ((uint)PermissionMask.Copy |
442 (uint)PermissionMask.Transfer | 505 (uint)PermissionMask.Transfer |
443 (uint)PermissionMask.Modify | 506 (uint)PermissionMask.Modify |
444 (uint)PermissionMask.Move | 507 (uint)PermissionMask.Move |
445 7); // Preserve folded permissions 508 7); // Preserve folded permissions
446 } 509 }
447 510
448 // TODO: add the new fields (Flags, Sale info, etc) 511 // TODO: add the new fields (Flags, Sale info, etc)
449 item.CreationDate = Util.UnixTimeSinceEpoch(); 512 item.CreationDate = Util.UnixTimeSinceEpoch();
450 item.Description = asset.Description; 513 item.Description = asset.Description;
451 item.Name = asset.Name; 514 item.Name = asset.Name;
452 item.AssetType = asset.Type; 515 item.AssetType = asset.Type;
453 516
454 m_Scene.AddInventoryItem(item); 517 m_Scene.AddInventoryItem(item);
455 518
456 if (remoteClient != null && item.Owner == remoteClient.AgentId) 519 if (remoteClient != null && item.Owner == remoteClient.AgentId)
457 {
458 remoteClient.SendInventoryItemCreateUpdate(item, 0);
459 }
460 else
461 {
462 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
463 if (notifyUser != null)
464 { 520 {
465 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); 521 remoteClient.SendInventoryItemCreateUpdate(item, 0);
522 }
523 else
524 {
525 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
526 if (notifyUser != null)
527 {
528 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
529 }
466 } 530 }
467 } 531 }
468 } 532 }
469
470 return assetID; 533 return assetID;
471 } 534 }
472 535
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..8feb022 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -137,7 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 137 x = m_inventoryDeletes.Dequeue();
138 138
139 m_log.DebugFormat( 139 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 140 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 141
142 try 142 try
143 { 143 {
@@ -177,4 +177,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 177 return false;
178 } 178 }
179 } 179 }
180} \ No newline at end of file 180}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index bcc439c..76e160d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5063,8 +5063,17 @@ namespace OpenSim.Region.Framework.Scenes
5063 { 5063 {
5064 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5064 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
5065 5065
5066 Vector3 vec = g.AbsolutePosition;
5067
5066 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5068 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
5067 5069
5070 ominX += vec.X;
5071 omaxX += vec.X;
5072 ominY += vec.Y;
5073 omaxY += vec.Y;
5074 ominZ += vec.Z;
5075 omaxZ += vec.Z;
5076
5068 if (minX > ominX) 5077 if (minX > ominX)
5069 minX = ominX; 5078 minX = ominX;
5070 if (minY > ominY) 5079 if (minY > ominY)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a6d89cf..9a7d560 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1569,8 +1569,6 @@ namespace OpenSim.Region.Framework.Scenes
1569 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1569 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1570 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1570 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
1571 1571
1572 List<uint> returns = new List<uint>();
1573
1574 if (parcel != null && parcel.LandData != null && 1572 if (parcel != null && parcel.LandData != null &&
1575 parcel.LandData.OtherCleanTime != 0) 1573 parcel.LandData.OtherCleanTime != 0)
1576 { 1574 {
@@ -1584,15 +1582,14 @@ namespace OpenSim.Region.Framework.Scenes
1584 DetachFromBackup(); 1582 DetachFromBackup();
1585 m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString()); 1583 m_log.InfoFormat("[SCENE]: Returning object {0} due to parcel auto return", RootPart.UUID.ToString());
1586 m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return"); 1584 m_scene.AddReturn(OwnerID, Name, AbsolutePosition, "parcel auto return");
1587 returns.Add(RootPart.LocalId); 1585 m_scene.DeRezObjects(null, new List<uint>() { RootPart.LocalId }, UUID.Zero,
1586 DeRezAction.Return, UUID.Zero);
1588 1587
1589 return; 1588 return;
1590 } 1589 }
1591 } 1590 }
1592 } 1591 }
1593 1592
1594 m_scene.DeRezObjects(null, returns, UUID.Zero,
1595 DeRezAction.Return, UUID.Zero);
1596 } 1593 }
1597 1594
1598 if (HasGroupChanged) 1595 if (HasGroupChanged)