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author | Diva Canto | 2014-05-22 10:16:01 -0700 |
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committer | Diva Canto | 2014-05-22 10:16:01 -0700 |
commit | f7b2aa0f49f5eca0a58c20b903103d19742220e9 (patch) | |
tree | bbb85d7ec857b4f98ea66ca2ba33e4076f7f51c3 | |
parent | Don't trigger ItemUploaded when no item has been uploaded. (diff) | |
download | opensim-SC_OLD-f7b2aa0f49f5eca0a58c20b903103d19742220e9.zip opensim-SC_OLD-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.gz opensim-SC_OLD-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.bz2 opensim-SC_OLD-f7b2aa0f49f5eca0a58c20b903103d19742220e9.tar.xz |
Fixed a problem with detaching attachments in situations where the user's asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
Diffstat (limited to '')
4 files changed, 44 insertions, 9 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index e9b2f4f..7333769 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |||
@@ -774,15 +774,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
774 | (sbyte)AssetType.Object, | 774 | (sbyte)AssetType.Object, |
775 | Utils.StringToBytes(sceneObjectXml), | 775 | Utils.StringToBytes(sceneObjectXml), |
776 | sp.UUID); | 776 | sp.UUID); |
777 | m_scene.AssetService.Store(asset); | ||
778 | 777 | ||
779 | item.AssetID = asset.FullID; | 778 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); |
780 | item.Description = asset.Description; | ||
781 | item.Name = asset.Name; | ||
782 | item.AssetType = asset.Type; | ||
783 | item.InvType = (int)InventoryType.Object; | ||
784 | 779 | ||
785 | m_scene.InventoryService.UpdateItem(item); | 780 | invAccess.UpdateInventoryItemAsset(sp.UUID, item, asset); |
786 | 781 | ||
787 | // If the name of the object has been changed whilst attached then we want to update the inventory | 782 | // If the name of the object has been changed whilst attached then we want to update the inventory |
788 | // item in the viewer. | 783 | // item in the viewer. |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs index 283a0cf..71570da 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/HGInventoryAccessModule.cs | |||
@@ -253,6 +253,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
253 | return newAssetID; | 253 | return newAssetID; |
254 | } | 254 | } |
255 | 255 | ||
256 | /// | ||
257 | /// UpdateInventoryItemAsset | ||
258 | /// | ||
259 | public override bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset) | ||
260 | { | ||
261 | if (base.UpdateInventoryItemAsset(ownerID, item, asset)) | ||
262 | { | ||
263 | UploadInventoryItem(ownerID, (AssetType)asset.Type, asset.FullID, asset.Name, 0); | ||
264 | return true; | ||
265 | } | ||
266 | |||
267 | return false; | ||
268 | } | ||
269 | |||
256 | /// | 270 | /// |
257 | /// Used in DeleteToInventory | 271 | /// Used in DeleteToInventory |
258 | /// | 272 | /// |
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index a116f0f..6e48fcc 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | |||
@@ -292,7 +292,31 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess | |||
292 | 292 | ||
293 | return UUID.Zero; | 293 | return UUID.Zero; |
294 | } | 294 | } |
295 | 295 | ||
296 | public virtual bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset) | ||
297 | { | ||
298 | if (item != null && item.Owner == ownerID && asset != null) | ||
299 | { | ||
300 | item.AssetID = asset.FullID; | ||
301 | item.Description = asset.Description; | ||
302 | item.Name = asset.Name; | ||
303 | item.AssetType = asset.Type; | ||
304 | item.InvType = (int)InventoryType.Object; | ||
305 | |||
306 | m_Scene.AssetService.Store(asset); | ||
307 | m_Scene.InventoryService.UpdateItem(item); | ||
308 | |||
309 | return true; | ||
310 | } | ||
311 | else | ||
312 | { | ||
313 | m_log.ErrorFormat("[INVENTORY ACCESS MODULE]: Given invalid item for inventory update: {0}", | ||
314 | (item == null || asset == null? "null item or asset" : "wrong owner")); | ||
315 | return false; | ||
316 | } | ||
317 | |||
318 | } | ||
319 | |||
296 | public virtual List<InventoryItemBase> CopyToInventory( | 320 | public virtual List<InventoryItemBase> CopyToInventory( |
297 | DeRezAction action, UUID folderID, | 321 | DeRezAction action, UUID folderID, |
298 | List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment) | 322 | List<SceneObjectGroup> objectGroups, IClientAPI remoteClient, bool asAttachment) |
diff --git a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs index 3576e35..6bad018 100644 --- a/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IInventoryAccessModule.cs | |||
@@ -38,7 +38,9 @@ namespace OpenSim.Region.Framework.Interfaces | |||
38 | public interface IInventoryAccessModule | 38 | public interface IInventoryAccessModule |
39 | { | 39 | { |
40 | UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data); | 40 | UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data); |
41 | 41 | ||
42 | bool UpdateInventoryItemAsset(UUID ownerID, InventoryItemBase item, AssetBase asset); | ||
43 | |||
42 | /// <summary> | 44 | /// <summary> |
43 | /// Copy objects to a user's inventory. | 45 | /// Copy objects to a user's inventory. |
44 | /// </summary> | 46 | /// </summary> |