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authorJustin Clark-Casey (justincc)2011-04-18 21:59:01 +0100
committerJustin Clark-Casey (justincc)2011-04-18 21:59:01 +0100
commit61619ddefc96be2c1f802360cca48b1b36be8bb2 (patch)
treefa30854bfc53f3873ab9feb551534f8f36b5fa99 /OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
parentrefactor: rename DeleteToInventory() to CopyToInventory() (diff)
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refactor: split out the code which actually copies a particular bundle to inventory
Diffstat (limited to 'OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs')
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs221
1 files changed, 115 insertions, 106 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 666f353..6b3df9d 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -213,19 +213,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
213 213
214 return UUID.Zero; 214 return UUID.Zero;
215 } 215 }
216 216
217 /// <summary>
218 /// Delete a scene object from a scene and place in the given avatar's inventory.
219 /// Returns the UUID of the newly created asset.
220 /// </summary>
221 /// <param name="action"></param>
222 /// <param name="folderID"></param>
223 /// <param name="objectGroup"></param>
224 /// <param name="remoteClient"> </param>
225 public virtual UUID CopyToInventory(DeRezAction action, UUID folderID, 217 public virtual UUID CopyToInventory(DeRezAction action, UUID folderID,
226 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient) 218 List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
227 { 219 {
228 Dictionary<UUID, List<SceneObjectGroup>> deletes = new Dictionary<UUID, List<SceneObjectGroup>>(); 220 Dictionary<UUID, List<SceneObjectGroup>> bundlesToCopy = new Dictionary<UUID, List<SceneObjectGroup>>();
229 221
230 if (CoalesceMultipleObjectsToInventory) 222 if (CoalesceMultipleObjectsToInventory)
231 { 223 {
@@ -234,10 +226,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
234 // reasons. 226 // reasons.
235 foreach (SceneObjectGroup g in objectGroups) 227 foreach (SceneObjectGroup g in objectGroups)
236 { 228 {
237 if (!deletes.ContainsKey(g.OwnerID)) 229 if (!bundlesToCopy.ContainsKey(g.OwnerID))
238 deletes[g.OwnerID] = new List<SceneObjectGroup>(); 230 bundlesToCopy[g.OwnerID] = new List<SceneObjectGroup>();
239 231
240 deletes[g.OwnerID].Add(g); 232 bundlesToCopy[g.OwnerID].Add(g);
241 } 233 }
242 } 234 }
243 else 235 else
@@ -247,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
247 { 239 {
248 List<SceneObjectGroup> bundle = new List<SceneObjectGroup>(); 240 List<SceneObjectGroup> bundle = new List<SceneObjectGroup>();
249 bundle.Add(g); 241 bundle.Add(g);
250 deletes[g.UUID] = bundle; 242 bundlesToCopy[g.UUID] = bundle;
251 } 243 }
252 } 244 }
253 245
@@ -257,112 +249,129 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
257 249
258 // Each iteration is really a separate asset being created, 250 // Each iteration is really a separate asset being created,
259 // with distinct destinations as well. 251 // with distinct destinations as well.
260 foreach (List<SceneObjectGroup> objlist in deletes.Values) 252 foreach (List<SceneObjectGroup> bundle in bundlesToCopy.Values)
253 assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient);
254
255 return assetID;
256 }
257
258 /// <summary>
259 /// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
260 /// item. If there are multiple objects then these will be saved as a single coalesced item.
261 /// </summary>
262 /// <param name="action"></param>
263 /// <param name="folderID"></param>
264 /// <param name="objlist"></param>
265 /// <param name="remoteClient"></param>
266 /// <returns></returns>
267 protected UUID CopyBundleToInventory(
268 DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient)
269 {
270 UUID assetID = UUID.Zero;
271
272 CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
273 Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
274
275 foreach (SceneObjectGroup objectGroup in objlist)
261 { 276 {
262 CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); 277 Vector3 inventoryStoredPosition = new Vector3
263 Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>(); 278 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
279 ? 250
280 : objectGroup.AbsolutePosition.X)
281 ,
282 (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
283 ? 250
284 : objectGroup.AbsolutePosition.Y,
285 objectGroup.AbsolutePosition.Z);
286
287 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
288
289 objectGroup.AbsolutePosition = inventoryStoredPosition;
290
291 // Make sure all bits but the ones we want are clear
292 // on take.
293 // This will be applied to the current perms, so
294 // it will do what we want.
295 objectGroup.RootPart.NextOwnerMask &=
296 ((uint)PermissionMask.Copy |
297 (uint)PermissionMask.Transfer |
298 (uint)PermissionMask.Modify);
299 objectGroup.RootPart.NextOwnerMask |=
300 (uint)PermissionMask.Move;
301
302 coa.Add(objectGroup);
303 }
264 304
265 foreach (SceneObjectGroup objectGroup in objlist) 305 string itemXml;
266 {
267 Vector3 inventoryStoredPosition = new Vector3
268 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
269 ? 250
270 : objectGroup.AbsolutePosition.X)
271 ,
272 (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
273 ? 250
274 : objectGroup.AbsolutePosition.Y,
275 objectGroup.AbsolutePosition.Z);
276
277 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
278
279 objectGroup.AbsolutePosition = inventoryStoredPosition;
280
281 // Make sure all bits but the ones we want are clear
282 // on take.
283 // This will be applied to the current perms, so
284 // it will do what we want.
285 objectGroup.RootPart.NextOwnerMask &=
286 ((uint)PermissionMask.Copy |
287 (uint)PermissionMask.Transfer |
288 (uint)PermissionMask.Modify);
289 objectGroup.RootPart.NextOwnerMask |=
290 (uint)PermissionMask.Move;
291
292 coa.Add(objectGroup);
293 }
294 306
295 string itemXml; 307 if (objlist.Count > 1)
308 itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
309 else
310 itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
311
312 // Restore the position of each group now that it has been stored to inventory.
313 foreach (SceneObjectGroup objectGroup in objlist)
314 objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
296 315
297 if (objlist.Count > 1) 316 InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
298 itemXml = CoalescedSceneObjectsSerializer.ToXml(coa); 317 if (item == null)
299 else 318 return UUID.Zero;
300 itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]); 319
301 320 // Can't know creator is the same, so null it in inventory
302 // Restore the position of each group now that it has been stored to inventory. 321 if (objlist.Count > 1)
303 foreach (SceneObjectGroup objectGroup in objlist) 322 {
304 objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; 323 item.CreatorId = UUID.Zero.ToString();
324 item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
325 }
326 else
327 {
328 item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
329 item.SaleType = objlist[0].RootPart.ObjectSaleType;
330 item.SalePrice = objlist[0].RootPart.SalePrice;
331 }
332
333 AssetBase asset = CreateAsset(
334 objlist[0].GetPartName(objlist[0].RootPart.LocalId),
335 objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
336 (sbyte)AssetType.Object,
337 Utils.StringToBytes(itemXml),
338 objlist[0].OwnerID.ToString());
339 m_Scene.AssetService.Store(asset);
340
341 item.AssetID = asset.FullID;
342 assetID = asset.FullID;
305 343
306 InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); 344 if (DeRezAction.SaveToExistingUserInventoryItem == action)
307 if (item == null) 345 {
308 return UUID.Zero; 346 m_Scene.InventoryService.UpdateItem(item);
309 347 }
310 // Can't know creator is the same, so null it in inventory 348 else
311 if (objlist.Count > 1) 349 {
312 { 350 AddPermissions(item, objlist[0], objlist, remoteClient);
313 item.CreatorId = UUID.Zero.ToString(); 351
314 item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; 352 item.CreationDate = Util.UnixTimeSinceEpoch();
315 } 353 item.Description = asset.Description;
316 else 354 item.Name = asset.Name;
317 { 355 item.AssetType = asset.Type;
318 item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
319 item.SaleType = objlist[0].RootPart.ObjectSaleType;
320 item.SalePrice = objlist[0].RootPart.SalePrice;
321 }
322
323 AssetBase asset = CreateAsset(
324 objlist[0].GetPartName(objlist[0].RootPart.LocalId),
325 objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
326 (sbyte)AssetType.Object,
327 Utils.StringToBytes(itemXml),
328 objlist[0].OwnerID.ToString());
329 m_Scene.AssetService.Store(asset);
330
331 item.AssetID = asset.FullID;
332 assetID = asset.FullID;
333 356
334 if (DeRezAction.SaveToExistingUserInventoryItem == action) 357 m_Scene.AddInventoryItem(item);
358
359 if (remoteClient != null && item.Owner == remoteClient.AgentId)
335 { 360 {
336 m_Scene.InventoryService.UpdateItem(item); 361 remoteClient.SendInventoryItemCreateUpdate(item, 0);
337 } 362 }
338 else 363 else
339 { 364 {
340 AddPermissions(item, objlist[0], objlist, remoteClient); 365 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
341 366 if (notifyUser != null)
342 item.CreationDate = Util.UnixTimeSinceEpoch();
343 item.Description = asset.Description;
344 item.Name = asset.Name;
345 item.AssetType = asset.Type;
346
347 m_Scene.AddInventoryItem(item);
348
349 if (remoteClient != null && item.Owner == remoteClient.AgentId)
350 { 367 {
351 remoteClient.SendInventoryItemCreateUpdate(item, 0); 368 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
352 }
353 else
354 {
355 ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner);
356 if (notifyUser != null)
357 {
358 notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
359 }
360 } 369 }
361 } 370 }
362
363 // This is a hook to do some per-asset post-processing for subclasses that need that
364 ExportAsset(remoteClient.AgentId, assetID);
365 } 371 }
372
373 // This is a hook to do some per-asset post-processing for subclasses that need that
374 ExportAsset(remoteClient.AgentId, assetID);
366 375
367 return assetID; 376 return assetID;
368 } 377 }