From 57519b6dba97d7e7a2de71af9d58c93b4750bde8 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Wed, 16 Jan 2008 18:35:34 +0000
Subject: * Store task inventory when an object is taken into agent inventory *
This means that you can take an object from a region and rez it somewhere
else, with its inventory intact. * As for earlier, at this stage only scripts
can be placed in inventory * This isn't an efficient implementation, a better
one will probably need to come along soonish
---
.../Region/Environment/Scenes/Scene.Inventory.cs | 17 ++--
.../Scenes/SceneObjectGroup.Inventory.cs | 18 ++---
.../Region/Environment/Scenes/SceneObjectGroup.cs | 12 ++-
.../Scenes/SceneObjectPart.Inventory.cs | 90 +++++++++++++---------
.../Region/Environment/Scenes/SceneObjectPart.cs | 13 ++++
.../Region/Environment/Scenes/SceneXmlLoader.cs | 4 +-
6 files changed, 95 insertions(+), 59 deletions(-)
(limited to 'OpenSim/Region/Environment')
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index 2fd4301..10f4141 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -184,21 +184,21 @@ namespace OpenSim.Region.Environment.Scenes
}
// Create new asset
- // XXX Hardcoding the numbers is a temporary measure - need an enumeration for this
- AssetBase asset =
- CreateAsset(item.name, item.desc, 10, 10, data);
+ // XXX Hardcoding the numbers is a temporary measure - need an enumeration for this
+ // There may well be one in libsecondlife
+ AssetBase asset = CreateAsset(item.Name, item.Description, 10, 10, data);
AssetCache.AddAsset(asset);
// Update item with new asset
- item.asset_id = asset.FullID;
+ item.AssetID = asset.FullID;
group.UpdateInventoryItem(item);
group.GetProperites(remoteClient);
// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
if (isScriptRunning)
{
- group.StopScript(part.LocalID, item.item_id);
- group.StartScript(part.LocalID, item.item_id);
+ group.StopScript(part.LocalID, item.ItemID);
+ group.StartScript(part.LocalID, item.ItemID);
}
}
@@ -750,12 +750,14 @@ namespace OpenSim.Region.Environment.Scenes
private void AddRezObject(string xmlData, LLVector3 pos)
{
SceneObjectGroup group = new SceneObjectGroup(this, m_regionHandle, xmlData);
- group.GenerateNewIDs();
+ group.ResetIDs();
AddEntity(group);
group.AbsolutePosition = pos;
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
rootPart.ApplySanePermissions();
group.ApplyPhysics(m_physicalPrim);
+ group.StartScripts();
+
//bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
//if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
//{
@@ -772,6 +774,7 @@ namespace OpenSim.Region.Environment.Scenes
// rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
// }
+ //
rootPart.ScheduleFullUpdate();
}
}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
index a092f5b..c7f5852 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.Inventory.cs
@@ -169,14 +169,14 @@ namespace OpenSim.Region.Environment.Scenes
{
TaskInventoryItem taskItem = new TaskInventoryItem();
- taskItem.item_id = newItemId;
- taskItem.asset_id = item.assetID;
- taskItem.name = item.inventoryName;
- taskItem.desc = item.inventoryDescription;
- taskItem.owner_id = item.avatarID;
- taskItem.creator_id = item.creatorsID;
- taskItem.type = item.assetType;
- taskItem.inv_type = item.invType;
+ taskItem.ItemID = newItemId;
+ taskItem.AssetID = item.assetID;
+ taskItem.Name = item.inventoryName;
+ taskItem.Description = item.inventoryDescription;
+ taskItem.OwnerID = item.avatarID;
+ taskItem.CreatorID = item.creatorsID;
+ taskItem.Type = item.assetType;
+ taskItem.InvType = item.invType;
part.AddInventoryItem(taskItem);
// It might seem somewhat crude to update the whole group for a single prim inventory change,
@@ -250,7 +250,7 @@ namespace OpenSim.Region.Environment.Scenes
MainLog.Instance.Error(
"PRIMINVENTORY",
"Couldn't find prim ID {0} to update item {1}, {2}",
- item.ParentPartID, item.name, item.item_id);
+ item.ParentPartID, item.Name, item.ItemID);
}
return false;
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 2e0b916..0b7f2a4 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -609,15 +609,19 @@ namespace OpenSim.Region.Environment.Scenes
SetPartAsNonRoot(newPart);
}
-
- public void GenerateNewIDs()
+ ///
+ /// Reset the LLUUIDs for all the prims that make up this group.
+ ///
+ /// This is called by methods which want to add a new group to an existing scene, in order
+ /// to ensure that there are no clashes with groups already present.
+ ///
+ public void ResetIDs()
{
List partsList = new List(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
{
- part.UUID = LLUUID.Random();
- part.LinkNum = m_parts.Count;
+ part.ResetIDs(m_parts.Count);
m_parts.Add(part.UUID, part);
}
}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
index fc74c4e..5132a6c 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
@@ -57,30 +57,46 @@ namespace OpenSim.Region.Environment.Scenes
get { return m_folderID; }
set { m_folderID = value; }
}
+
+ ///
+ /// Serial count for inventory file , used to tell if inventory has changed
+ /// no need for this to be part of Database backup
+ ///
+ protected uint m_inventorySerial = 0;
+
+ public uint InventorySerial
+ {
+ get { return m_inventorySerial; }
+ set { m_inventorySerial = value; }
+ }
///
/// Holds in memory prim inventory
///
- protected IDictionary m_taskInventory
- = new Dictionary();
+ protected TaskInventoryDictionary m_taskInventory = new TaskInventoryDictionary();
- [XmlIgnore]
- public IDictionary TaskInventory
+ public TaskInventoryDictionary TaskInventory
{
get { return m_taskInventory; }
+ set { m_taskInventory = value; }
}
///
- /// Serial count for inventory file , used to tell if inventory has changed
- /// no need for this to be part of Database backup
+ /// Reset LLUUIDs for all the items in the prim's inventory. This involves either generating
+ /// new ones or setting existing UUIDs to the correct parent UUIDs
///
- protected uint m_inventorySerial = 0;
-
- public uint InventorySerial
+ ///
public void AddInventoryItem(TaskInventoryItem item)
{
- item.parent_id = m_folderID;
- item.creation_date = 1000;
+ item.ParentID = m_folderID;
+ item.CreationDate = 1000;
item.ParentPartID = UUID;
- m_taskInventory.Add(item.item_id, item);
+ m_taskInventory.Add(item.ItemID, item);
m_inventorySerial++;
}
@@ -188,7 +204,7 @@ namespace OpenSim.Region.Environment.Scenes
{
foreach (TaskInventoryItem item in items)
{
- m_taskInventory.Add(item.item_id, item);
+ m_taskInventory.Add(item.ItemID, item);
}
m_inventorySerial++;
@@ -224,9 +240,9 @@ namespace OpenSim.Region.Environment.Scenes
/// false if the item did not exist, true if the update occurred succesfully
public bool UpdateInventoryItem(TaskInventoryItem item)
{
- if (m_taskInventory.ContainsKey(item.item_id))
+ if (m_taskInventory.ContainsKey(item.ItemID))
{
- m_taskInventory[item.item_id] = item;
+ m_taskInventory[item.ItemID] = item;
m_inventorySerial++;
return true;
@@ -236,7 +252,7 @@ namespace OpenSim.Region.Environment.Scenes
MainLog.Instance.Error(
"PRIMINVENTORY",
"Tried to retrieve item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
- item.item_id, Name, UUID);
+ item.ItemID, Name, UUID);
}
return false;
@@ -252,7 +268,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (m_taskInventory.ContainsKey(itemID))
{
- int type = m_taskInventory[itemID].inv_type;
+ int type = m_taskInventory[itemID].InvType;
m_taskInventory.Remove(itemID);
m_inventorySerial++;
@@ -296,8 +312,8 @@ namespace OpenSim.Region.Environment.Scenes
foreach (TaskInventoryItem item in m_taskInventory.Values)
{
invString.AddItemStart();
- invString.AddNameValueLine("item_id", item.item_id.ToString());
- invString.AddNameValueLine("parent_id", item.parent_id.ToString());
+ invString.AddNameValueLine("item_id", item.ItemID.ToString());
+ invString.AddNameValueLine("parent_id", item.ParentID.ToString());
invString.AddPermissionsStart();
invString.AddNameValueLine("base_mask", "0x7FFFFFFF");
@@ -305,19 +321,19 @@ namespace OpenSim.Region.Environment.Scenes
invString.AddNameValueLine("group_mask", "0x7FFFFFFF");
invString.AddNameValueLine("everyone_mask", "0x7FFFFFFF");
invString.AddNameValueLine("next_owner_mask", "0x7FFFFFFF");
- invString.AddNameValueLine("creator_id", item.creator_id.ToString());
- invString.AddNameValueLine("owner_id", item.owner_id.ToString());
- invString.AddNameValueLine("last_owner_id", item.last_owner_id.ToString());
- invString.AddNameValueLine("group_id", item.group_id.ToString());
+ invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
+ invString.AddNameValueLine("owner_id", item.OwnerID.ToString());
+ invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
+ invString.AddNameValueLine("group_id", item.GroupID.ToString());
invString.AddSectionEnd();
- invString.AddNameValueLine("asset_id", item.asset_id.ToString());
- invString.AddNameValueLine("type", TaskInventoryItem.Types[item.type]);
- invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.inv_type]);
+ invString.AddNameValueLine("asset_id", item.AssetID.ToString());
+ invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
+ invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
invString.AddNameValueLine("flags", "0x00");
- invString.AddNameValueLine("name", item.name + "|");
- invString.AddNameValueLine("desc", item.desc + "|");
- invString.AddNameValueLine("creation_date", item.creation_date.ToString());
+ invString.AddNameValueLine("name", item.Name + "|");
+ invString.AddNameValueLine("desc", item.Description + "|");
+ invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
invString.AddSectionEnd();
}
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index c1522bc..93073c1 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -991,6 +991,19 @@ namespace OpenSim.Region.Environment.Scenes
}
#endregion
+
+ ///
+ /// Reset LLUUIDs for this part. This involves generate this part's own LLUUID and
+ /// generating new LLUUIDs for all the items in the inventory.
+ ///
+ ///