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-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs28
4 files changed, 40 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 6289f7a..59ce090 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -58,6 +58,15 @@ namespace OpenSim.Region.Framework.Interfaces
58 void ResetInventoryIDs(); 58 void ResetInventoryIDs();
59 59
60 /// <summary> 60 /// <summary>
61 /// Reset parent object UUID for all the items in the prim's inventory.
62 /// </summary>
63 ///
64 /// If this method is called and there are inventory items, then we regard the inventory as having changed.
65 ///
66 /// <param name="linkNum">Link number for the part</param>
67 void ResetObjectID();
68
69 /// <summary>
61 /// Change every item in this inventory to a new owner. 70 /// Change every item in this inventory to a new owner.
62 /// </summary> 71 /// </summary>
63 /// <param name="ownerId"></param> 72 /// <param name="ownerId"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 142f5d8..ab9cbd7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -696,6 +696,7 @@ namespace OpenSim.Region.Framework.Scenes
696 if (node.Attributes["UUID"] != null) 696 if (node.Attributes["UUID"] != null)
697 { 697 {
698 UUID itemid = new UUID(node.Attributes["UUID"].Value); 698 UUID itemid = new UUID(node.Attributes["UUID"].Value);
699 m_log.DebugFormat("[SCRIPT STATE]: Adding state for oldID {0}", itemid);
699 m_savedScriptState.Add(itemid, node.InnerXml); 700 m_savedScriptState.Add(itemid, node.InnerXml);
700 } 701 }
701 } 702 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 5c4a2a3..40112c9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -514,7 +514,7 @@ namespace OpenSim.Region.Framework.Scenes
514 514
515 // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part 515 // This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
516 if (Inventory != null) 516 if (Inventory != null)
517 Inventory.ResetInventoryIDs(); 517 Inventory.ResetObjectID();
518 } 518 }
519 } 519 }
520 520
@@ -2800,6 +2800,7 @@ namespace OpenSim.Region.Framework.Scenes
2800 UUID = UUID.Random(); 2800 UUID = UUID.Random();
2801 LinkNum = linkNum; 2801 LinkNum = linkNum;
2802 LocalId = 0; 2802 LocalId = 0;
2803 Inventory.ResetInventoryIDs();
2803 } 2804 }
2804 2805
2805 /// <summary> 2806 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index a9a5c8a..b205503 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -148,6 +148,34 @@ namespace OpenSim.Region.Framework.Scenes
148 m_items.LockItemsForWrite(false); 148 m_items.LockItemsForWrite(false);
149 } 149 }
150 150
151 public void ResetObjectID()
152 {
153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
156 {
157 m_items.LockItemsForWrite(false);
158 return;
159 }
160
161 HasInventoryChanged = true;
162 if (m_part.ParentGroup != null)
163 {
164 m_part.ParentGroup.HasGroupChanged = true;
165 }
166
167 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
168 Items.Clear();
169
170 foreach (TaskInventoryItem item in items)
171 {
172 item.ParentPartID = m_part.UUID;
173 item.ParentID = m_part.UUID;
174 Items.Add(item.ItemID, item);
175 }
176 m_items.LockItemsForWrite(false);
177 }
178
151 /// <summary> 179 /// <summary>
152 /// Change every item in this inventory to a new owner. 180 /// Change every item in this inventory to a new owner.
153 /// </summary> 181 /// </summary>