From 61619ddefc96be2c1f802360cca48b1b36be8bb2 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 18 Apr 2011 21:59:01 +0100 Subject: refactor: split out the code which actually copies a particular bundle to inventory --- .../InventoryAccess/InventoryAccessModule.cs | 221 +++++++++++---------- 1 file changed, 115 insertions(+), 106 deletions(-) (limited to 'OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs') 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 return UUID.Zero; } - - /// - /// Delete a scene object from a scene and place in the given avatar's inventory. - /// Returns the UUID of the newly created asset. - /// - /// - /// - /// - /// + public virtual UUID CopyToInventory(DeRezAction action, UUID folderID, List objectGroups, IClientAPI remoteClient) { - Dictionary> deletes = new Dictionary>(); + Dictionary> bundlesToCopy = new Dictionary>(); if (CoalesceMultipleObjectsToInventory) { @@ -234,10 +226,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // reasons. foreach (SceneObjectGroup g in objectGroups) { - if (!deletes.ContainsKey(g.OwnerID)) - deletes[g.OwnerID] = new List(); + if (!bundlesToCopy.ContainsKey(g.OwnerID)) + bundlesToCopy[g.OwnerID] = new List(); - deletes[g.OwnerID].Add(g); + bundlesToCopy[g.OwnerID].Add(g); } } else @@ -247,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { List bundle = new List(); bundle.Add(g); - deletes[g.UUID] = bundle; + bundlesToCopy[g.UUID] = bundle; } } @@ -257,112 +249,129 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // Each iteration is really a separate asset being created, // with distinct destinations as well. - foreach (List objlist in deletes.Values) + foreach (List bundle in bundlesToCopy.Values) + assetID = CopyBundleToInventory(action, folderID, bundle, remoteClient); + + return assetID; + } + + /// + /// Copy a bundle of objects to inventory. If there is only one object, then this will create an object + /// item. If there are multiple objects then these will be saved as a single coalesced item. + /// + /// + /// + /// + /// + /// + protected UUID CopyBundleToInventory( + DeRezAction action, UUID folderID, List objlist, IClientAPI remoteClient) + { + UUID assetID = UUID.Zero; + + CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); + Dictionary originalPositions = new Dictionary(); + + foreach (SceneObjectGroup objectGroup in objlist) { - CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero); - Dictionary originalPositions = new Dictionary(); + Vector3 inventoryStoredPosition = new Vector3 + (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) + ? 250 + : objectGroup.AbsolutePosition.X) + , + (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) + ? 250 + : objectGroup.AbsolutePosition.Y, + objectGroup.AbsolutePosition.Z); + + originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; + + objectGroup.AbsolutePosition = inventoryStoredPosition; + + // Make sure all bits but the ones we want are clear + // on take. + // This will be applied to the current perms, so + // it will do what we want. + objectGroup.RootPart.NextOwnerMask &= + ((uint)PermissionMask.Copy | + (uint)PermissionMask.Transfer | + (uint)PermissionMask.Modify); + objectGroup.RootPart.NextOwnerMask |= + (uint)PermissionMask.Move; + + coa.Add(objectGroup); + } - foreach (SceneObjectGroup objectGroup in objlist) - { - Vector3 inventoryStoredPosition = new Vector3 - (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.X) - , - (objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize) - ? 250 - : objectGroup.AbsolutePosition.Y, - objectGroup.AbsolutePosition.Z); - - originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; - - objectGroup.AbsolutePosition = inventoryStoredPosition; - - // Make sure all bits but the ones we want are clear - // on take. - // This will be applied to the current perms, so - // it will do what we want. - objectGroup.RootPart.NextOwnerMask &= - ((uint)PermissionMask.Copy | - (uint)PermissionMask.Transfer | - (uint)PermissionMask.Modify); - objectGroup.RootPart.NextOwnerMask |= - (uint)PermissionMask.Move; - - coa.Add(objectGroup); - } + string itemXml; - string itemXml; + if (objlist.Count > 1) + itemXml = CoalescedSceneObjectsSerializer.ToXml(coa); + else + itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]); + + // Restore the position of each group now that it has been stored to inventory. + foreach (SceneObjectGroup objectGroup in objlist) + objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; - if (objlist.Count > 1) - itemXml = CoalescedSceneObjectsSerializer.ToXml(coa); - else - itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]); - - // Restore the position of each group now that it has been stored to inventory. - foreach (SceneObjectGroup objectGroup in objlist) - objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; + InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); + if (item == null) + return UUID.Zero; + + // Can't know creator is the same, so null it in inventory + if (objlist.Count > 1) + { + item.CreatorId = UUID.Zero.ToString(); + item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; + } + else + { + item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); + item.SaleType = objlist[0].RootPart.ObjectSaleType; + item.SalePrice = objlist[0].RootPart.SalePrice; + } + + AssetBase asset = CreateAsset( + objlist[0].GetPartName(objlist[0].RootPart.LocalId), + objlist[0].GetPartDescription(objlist[0].RootPart.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(itemXml), + objlist[0].OwnerID.ToString()); + m_Scene.AssetService.Store(asset); + + item.AssetID = asset.FullID; + assetID = asset.FullID; - InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); - if (item == null) - return UUID.Zero; - - // Can't know creator is the same, so null it in inventory - if (objlist.Count > 1) - { - item.CreatorId = UUID.Zero.ToString(); - item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; - } - else - { - item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); - item.SaleType = objlist[0].RootPart.ObjectSaleType; - item.SalePrice = objlist[0].RootPart.SalePrice; - } - - AssetBase asset = CreateAsset( - objlist[0].GetPartName(objlist[0].RootPart.LocalId), - objlist[0].GetPartDescription(objlist[0].RootPart.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(itemXml), - objlist[0].OwnerID.ToString()); - m_Scene.AssetService.Store(asset); - - item.AssetID = asset.FullID; - assetID = asset.FullID; + if (DeRezAction.SaveToExistingUserInventoryItem == action) + { + m_Scene.InventoryService.UpdateItem(item); + } + else + { + AddPermissions(item, objlist[0], objlist, remoteClient); + + item.CreationDate = Util.UnixTimeSinceEpoch(); + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; - if (DeRezAction.SaveToExistingUserInventoryItem == action) + m_Scene.AddInventoryItem(item); + + if (remoteClient != null && item.Owner == remoteClient.AgentId) { - m_Scene.InventoryService.UpdateItem(item); + remoteClient.SendInventoryItemCreateUpdate(item, 0); } else { - AddPermissions(item, objlist[0], objlist, remoteClient); - - item.CreationDate = Util.UnixTimeSinceEpoch(); - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; - - m_Scene.AddInventoryItem(item); - - if (remoteClient != null && item.Owner == remoteClient.AgentId) + ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner); + if (notifyUser != null) { - remoteClient.SendInventoryItemCreateUpdate(item, 0); - } - else - { - ScenePresence notifyUser = m_Scene.GetScenePresence(item.Owner); - if (notifyUser != null) - { - notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); - } + notifyUser.ControllingClient.SendInventoryItemCreateUpdate(item, 0); } } - - // This is a hook to do some per-asset post-processing for subclasses that need that - ExportAsset(remoteClient.AgentId, assetID); } + + // This is a hook to do some per-asset post-processing for subclasses that need that + ExportAsset(remoteClient.AgentId, assetID); return assetID; } -- cgit v1.1