From 52d92303926c8be46af734707274e6d8ecd70602 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 15 Apr 2011 22:47:47 +0100 Subject: refactor: split out some rez code into a separate CreateItemForObject() method --- .../InventoryAccess/InventoryAccessModule.cs | 302 +++++++++++---------- 1 file changed, 159 insertions(+), 143 deletions(-) (limited to 'OpenSim/Region/CoreModules/Framework/InventoryAccess') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index c0946f4..0f2b9a6 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -274,154 +274,22 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (SceneObjectGroup objectGroup in objlist) objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID]; - // Get the user info of the item destination - // - UUID userID = UUID.Zero; - - if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || - action == DeRezAction.SaveToExistingUserInventoryItem) - { - // Take or take copy require a taker - // Saving changes requires a local user - // - if (remoteClient == null) - return UUID.Zero; - - userID = remoteClient.AgentId; - } - else - { - // All returns / deletes go to the object owner - // - userID = objlist[0].RootPart.OwnerID; - } - - if (userID == UUID.Zero) // Can't proceed - { + InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID); + if (item == null) return UUID.Zero; - } - - // If we're returning someone's item, it goes back to the - // owner's Lost And Found folder. - // Delete is treated like return in this case - // Deleting your own items makes them go to trash - // - - InventoryFolderBase folder = null; - InventoryItemBase item = null; - - if (DeRezAction.SaveToExistingUserInventoryItem == action) + + // Can't know creator is the same, so null it in inventory + if (objlist.Count > 1) { - item = new InventoryItemBase(objlist[0].RootPart.FromUserInventoryItemID, userID); - item = m_Scene.InventoryService.GetItem(item); - - //item = userInfo.RootFolder.FindItem( - // objectGroup.RootPart.FromUserInventoryItemID); - - if (null == item) - { - m_log.DebugFormat( - "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.", - objlist[0].Name, objlist[0].UUID); - return UUID.Zero; - } + item.CreatorId = UUID.Zero.ToString(); + item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; } else { - // Folder magic - // - if (action == DeRezAction.Delete) - { - // Deleting someone else's item - // - if (remoteClient == null || - objlist[0].OwnerID != remoteClient.AgentId) - { - - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } - else - { - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); - } - } - else if (action == DeRezAction.Return) - { - - // Dump to lost + found unconditionally - // - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } - - if (folderID == UUID.Zero && folder == null) - { - if (action == DeRezAction.Delete) - { - // Deletes go to trash by default - // - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); - } - else - { - if (remoteClient == null || - objlist[0].OwnerID != remoteClient.AgentId) - { - // Taking copy of another person's item. Take to - // Objects folder. - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); - } - else - { - // Catch all. Use lost & found - // - - folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); - } - } - } - - // Override and put into where it came from, if it came - // from anywhere in inventory - // - if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) - { - if (objlist[0].RootPart.FromFolderID != UUID.Zero) - { - InventoryFolderBase f = new InventoryFolderBase(objlist[0].RootPart.FromFolderID, userID); - folder = m_Scene.InventoryService.GetFolder(f); - } - } - - if (folder == null) // None of the above - { - folder = new InventoryFolderBase(folderID); - - if (folder == null) // Nowhere to put it - { - return UUID.Zero; - } - } - - item = new InventoryItemBase(); - // Can't know creator is the same, so null it in inventory - if (objlist.Count > 1) - item.CreatorId = UUID.Zero.ToString(); - else - item.CreatorId = objlist[0].RootPart.CreatorID.ToString(); - item.ID = UUID.Random(); - item.InvType = (int)InventoryType.Object; - item.Folder = folder.ID; - item.Owner = userID; - if (objlist.Count > 1) - { - item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems; - } - else - { - item.SaleType = objlist[0].RootPart.ObjectSaleType; - item.SalePrice = objlist[0].RootPart.SalePrice; - } - } + 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), @@ -505,8 +373,156 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } } } + return assetID; } + + /// + /// Create an item using details for the given scene object. + /// + /// + /// + /// + /// + /// + protected InventoryItemBase CreateItemForObject( + DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID) + { + // Get the user info of the item destination + // + UUID userID = UUID.Zero; + + if (action == DeRezAction.Take || action == DeRezAction.TakeCopy || + action == DeRezAction.SaveToExistingUserInventoryItem) + { + // Take or take copy require a taker + // Saving changes requires a local user + // + if (remoteClient == null) + return null; + + userID = remoteClient.AgentId; + } + else + { + // All returns / deletes go to the object owner + // + userID = so.RootPart.OwnerID; + } + + if (userID == UUID.Zero) // Can't proceed + { + return null; + } + + // If we're returning someone's item, it goes back to the + // owner's Lost And Found folder. + // Delete is treated like return in this case + // Deleting your own items makes them go to trash + // + + InventoryFolderBase folder = null; + InventoryItemBase item = null; + + if (DeRezAction.SaveToExistingUserInventoryItem == action) + { + item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID); + item = m_Scene.InventoryService.GetItem(item); + + //item = userInfo.RootFolder.FindItem( + // objectGroup.RootPart.FromUserInventoryItemID); + + if (null == item) + { + m_log.DebugFormat( + "[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.", + so.Name, so.UUID); + + return null; + } + } + else + { + // Folder magic + // + if (action == DeRezAction.Delete) + { + // Deleting someone else's item + // + if (remoteClient == null || + so.OwnerID != remoteClient.AgentId) + { + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + else + { + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); + } + } + else if (action == DeRezAction.Return) + { + // Dump to lost + found unconditionally + // + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + + if (folderID == UUID.Zero && folder == null) + { + if (action == DeRezAction.Delete) + { + // Deletes go to trash by default + // + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder); + } + else + { + if (remoteClient == null || so.OwnerID != remoteClient.AgentId) + { + // Taking copy of another person's item. Take to + // Objects folder. + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + } + else + { + // Catch all. Use lost & found + // + + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder); + } + } + } + + // Override and put into where it came from, if it came + // from anywhere in inventory + // + if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) + { + if (so.RootPart.FromFolderID != UUID.Zero) + { + InventoryFolderBase f = new InventoryFolderBase(so.RootPart.FromFolderID, userID); + folder = m_Scene.InventoryService.GetFolder(f); + } + } + + if (folder == null) // None of the above + { + folder = new InventoryFolderBase(folderID); + + if (folder == null) // Nowhere to put it + { + return null; + } + } + + item = new InventoryItemBase(); + item.ID = UUID.Random(); + item.InvType = (int)InventoryType.Object; + item.Folder = folder.ID; + item.Owner = userID; + } + + return item; + } /// /// Rez an object into the scene from the user's inventory -- cgit v1.1