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authorJustin Clark-Casey (justincc)2011-04-13 22:55:26 +0100
committerJustin Clark-Casey (justincc)2011-04-13 22:55:26 +0100
commitc5465414b64d835128827976cc3da32aa462e6a3 (patch)
tree859a628f047c2da081c386157c953a3cb02406fb /OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
parentAdjust the quanterions used in the rez coalsced object tests to get sensible ... (diff)
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Use common coalesced serialization code for both tests and the InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs67
1 files changed, 13 insertions, 54 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 1f8bad1..c0946f4 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
222 deletes[g.OwnerID].Add(g); 222 deletes[g.OwnerID].Add(g);
223 } 223 }
224 224
225 // This is pethod scoped and will be returned. It will be the 225 // This is method scoped and will be returned. It will be the
226 // last created asset id 226 // last created asset id
227 UUID assetID = UUID.Zero; 227 UUID assetID = UUID.Zero;
228 228
@@ -230,8 +230,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
230 // with distinct destinations as well. 230 // with distinct destinations as well.
231 foreach (List<SceneObjectGroup> objlist in deletes.Values) 231 foreach (List<SceneObjectGroup> objlist in deletes.Values)
232 { 232 {
233 Dictionary<UUID, string> xmlStrings = 233 CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
234 new Dictionary<UUID, string>(); 234 Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
235 235
236 foreach (SceneObjectGroup objectGroup in objlist) 236 foreach (SceneObjectGroup objectGroup in objlist)
237 { 237 {
@@ -245,7 +245,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
245 : objectGroup.AbsolutePosition.X, 245 : objectGroup.AbsolutePosition.X,
246 objectGroup.AbsolutePosition.Z); 246 objectGroup.AbsolutePosition.Z);
247 247
248 Vector3 originalPosition = objectGroup.AbsolutePosition; 248 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
249 249
250 objectGroup.AbsolutePosition = inventoryStoredPosition; 250 objectGroup.AbsolutePosition = inventoryStoredPosition;
251 251
@@ -259,59 +259,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
259 (uint)PermissionMask.Modify); 259 (uint)PermissionMask.Modify);
260 objectGroup.RootPart.NextOwnerMask |= 260 objectGroup.RootPart.NextOwnerMask |=
261 (uint)PermissionMask.Move; 261 (uint)PermissionMask.Move;
262 262
263 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup); 263 coa.Add(objectGroup);
264
265 objectGroup.AbsolutePosition = originalPosition;
266
267 xmlStrings[objectGroup.UUID] = sceneObjectXml;
268 } 264 }
269 265
270 string itemXml; 266 string itemXml;
271 267
272 if (objlist.Count > 1) 268 if (objlist.Count > 1)
273 { 269 itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
274 float minX, minY, minZ;
275 float maxX, maxY, maxZ;
276
277 Vector3[] offsets = Scene.GetCombinedBoundingBox(objlist,
278 out minX, out maxX, out minY, out maxY,
279 out minZ, out maxZ);
280
281 // CreateWrapper
282 XmlDocument itemDoc = new XmlDocument();
283 XmlElement root = itemDoc.CreateElement("", "CoalescedObject", "");
284 itemDoc.AppendChild(root);
285
286 // Embed the offsets into the group XML
287 for ( int i = 0 ; i < objlist.Count ; i++ )
288 {
289 XmlDocument doc = new XmlDocument();
290 SceneObjectGroup g = objlist[i];
291 doc.LoadXml(xmlStrings[g.UUID]);
292 XmlElement e = (XmlElement)doc.SelectSingleNode("/SceneObjectGroup");
293 e.SetAttribute("offsetx", offsets[i].X.ToString());
294 e.SetAttribute("offsety", offsets[i].Y.ToString());
295 e.SetAttribute("offsetz", offsets[i].Z.ToString());
296
297 XmlNode objectNode = itemDoc.ImportNode(e, true);
298 root.AppendChild(objectNode);
299 }
300
301 float sizeX = maxX - minX;
302 float sizeY = maxY - minY;
303 float sizeZ = maxZ - minZ;
304
305 root.SetAttribute("x", sizeX.ToString());
306 root.SetAttribute("y", sizeY.ToString());
307 root.SetAttribute("z", sizeZ.ToString());
308
309 itemXml = itemDoc.InnerXml;
310 }
311 else 270 else
312 { 271 itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
313 itemXml = xmlStrings[objlist[0].UUID]; 272
314 } 273 // Restore the position of each group now that it has been stored to inventory.
274 foreach (SceneObjectGroup objectGroup in objlist)
275 objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
315 276
316 // Get the user info of the item destination 277 // Get the user info of the item destination
317 // 278 //
@@ -332,7 +293,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
332 { 293 {
333 // All returns / deletes go to the object owner 294 // All returns / deletes go to the object owner
334 // 295 //
335
336 userID = objlist[0].RootPart.OwnerID; 296 userID = objlist[0].RootPart.OwnerID;
337 } 297 }
338 298
@@ -346,7 +306,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
346 // Delete is treated like return in this case 306 // Delete is treated like return in this case
347 // Deleting your own items makes them go to trash 307 // Deleting your own items makes them go to trash
348 // 308 //
349 309
350 InventoryFolderBase folder = null; 310 InventoryFolderBase folder = null;
351 InventoryItemBase item = null; 311 InventoryItemBase item = null;
352 312
@@ -548,7 +508,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
548 return assetID; 508 return assetID;
549 } 509 }
550 510
551
552 /// <summary> 511 /// <summary>
553 /// Rez an object into the scene from the user's inventory 512 /// Rez an object into the scene from the user's inventory
554 /// </summary> 513 /// </summary>