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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs59
2 files changed, 58 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 9fbfc34..cdee53c 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -552,8 +552,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
552 /// <summary> 552 /// <summary>
553 /// Rez an object into the scene from the user's inventory 553 /// Rez an object into the scene from the user's inventory
554 /// </summary> 554 /// </summary>
555 /// <remarks>
555 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing 556 /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing
556 /// things to the scene. The caller should be doing that, I think. 557 /// things to the scene. The caller should be doing that, I think.
558 /// </remarks>
557 /// <param name="remoteClient"></param> 559 /// <param name="remoteClient"></param>
558 /// <param name="itemID"></param> 560 /// <param name="itemID"></param>
559 /// <param name="RayEnd"></param> 561 /// <param name="RayEnd"></param>
@@ -570,6 +572,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
570 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 572 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
571 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 573 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
572 { 574 {
575// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
576
573 // Work out position details 577 // Work out position details
574 byte bRayEndIsIntersection = (byte)0; 578 byte bRayEndIsIntersection = (byte)0;
575 579
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 73dd531..4370850 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1955,11 +1955,60 @@ namespace OpenSim.Region.Framework.Scenes
1955 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection, 1955 UUID RayTargetID, byte BypassRayCast, bool RayEndIsIntersection,
1956 bool RezSelected, bool RemoveItem, UUID fromTaskID) 1956 bool RezSelected, bool RemoveItem, UUID fromTaskID)
1957 { 1957 {
1958 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>(); 1958// m_log.DebugFormat(
1959 if (invAccess != null) 1959// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
1960 invAccess.RezObject( 1960// remoteClient.Name, itemID, fromTaskID);
1961 remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection, 1961
1962 RezSelected, RemoveItem, fromTaskID, false); 1962 if (fromTaskID == UUID.Zero)
1963 {
1964 IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
1965 if (invAccess != null)
1966 invAccess.RezObject(
1967 remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
1968 RezSelected, RemoveItem, fromTaskID, false);
1969 }
1970 else
1971 {
1972 SceneObjectPart part = GetSceneObjectPart(fromTaskID);
1973 if (part == null)
1974 {
1975 m_log.ErrorFormat(
1976 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
1977 remoteClient.Name, itemID, fromTaskID);
1978
1979 return;
1980 }
1981
1982 TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
1983 if (item == null)
1984 {
1985 m_log.ErrorFormat(
1986 "[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
1987 remoteClient.Name, itemID, fromTaskID);
1988
1989 return;
1990 }
1991
1992 // Work out position details
1993 byte bRayEndIsIntersection = (byte)0;
1994
1995 if (RayEndIsIntersection)
1996 {
1997 bRayEndIsIntersection = (byte)1;
1998 }
1999 else
2000 {
2001 bRayEndIsIntersection = (byte)0;
2002 }
2003
2004 Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
2005 Vector3 pos
2006 = GetNewRezLocation(
2007 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
2008 BypassRayCast, bRayEndIsIntersection, true, scale, false);
2009
2010 RezObject(part, item, pos, Quaternion.Identity, Vector3.Zero, 0);
2011 }
1963 } 2012 }
1964 2013
1965 /// <summary> 2014 /// <summary>