mirror of
https://github.com/opensim/opensim.git
synced 2026-08-09 10:46:00 +08:00
Merge branch 'master' into careminster-presence-refactor
This commit is contained in:
@@ -122,7 +122,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Agent {1} could not add item {2} {3}",
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"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
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AgentID, item.Name, item.ID);
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return;
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@@ -2004,7 +2004,7 @@ namespace OpenSim.Region.Framework.Scenes
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remoteClient, itemID, RayEnd, RayStart, RayTargetID, BypassRayCast, RayEndIsIntersection,
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RezSelected, RemoveItem, fromTaskID, false);
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}
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/// <summary>
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/// Rez an object into the scene from a prim's inventory.
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/// </summary>
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@@ -2019,95 +2019,79 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart sourcePart, TaskInventoryItem item,
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Vector3 pos, Quaternion rot, Vector3 vel, int param)
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{
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// Rez object
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if (item != null)
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if (null == item)
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return null;
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UUID ownerID = item.OwnerID;
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AssetBase rezAsset = AssetService.Get(item.AssetID.ToString());
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if (null == rezAsset)
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return null;
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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if (!Permissions.CanRezObject(group.Children.Count, ownerID, pos))
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return null;
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group.ResetIDs();
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(sourcePart.GroupID, null);
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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UUID ownerID = item.OwnerID;
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AssetBase rezAsset = AssetService.Get(item.AssetID.ToString());
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if (rezAsset != null)
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if (Permissions.PropagatePermissions())
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{
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string xmlData = Utils.BytesToString(rezAsset.Data);
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SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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if (!Permissions.CanRezObject(group.Children.Count, ownerID, pos))
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{
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return null;
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}
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group.ResetIDs();
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AddNewSceneObject(group, true);
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// we set it's position in world.
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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// Since renaming the item in the inventory does not affect the name stored
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// in the serialization, transfer the correct name from the inventory to the
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// object itself before we rez.
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rootPart.Name = item.Name;
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rootPart.Description = item.Description;
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List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
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group.SetGroup(sourcePart.GroupID, null);
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if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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if (Permissions.PropagatePermissions())
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{
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foreach (SceneObjectPart part in partList)
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{
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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group.ApplyNextOwnerPermissions();
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}
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}
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foreach (SceneObjectPart part in partList)
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{
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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group.ClearPartAttachmentData();
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}
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group.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
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group.Velocity = vel;
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rootPart.ScheduleFullUpdate();
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}
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
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rootPart.ScheduleFullUpdate();
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if (!Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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return rootPart.ParentGroup;
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group.ApplyNextOwnerPermissions();
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}
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}
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return null;
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foreach (SceneObjectPart part in partList)
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{
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
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{
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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}
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part.EveryoneMask = item.EveryonePermissions;
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part.NextOwnerMask = item.NextPermissions;
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}
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rootPart.TrimPermissions();
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if (!Permissions.BypassPermissions())
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
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sourcePart.Inventory.RemoveInventoryItem(item.ItemID);
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}
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AddNewSceneObject(group, true, pos, rot, vel);
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
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group.ScheduleGroupForFullUpdate();
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return rootPart.ParentGroup;
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}
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public virtual bool returnObjects(SceneObjectGroup[] returnobjects, UUID AgentId)
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@@ -42,7 +42,6 @@ using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Services.Interfaces;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes.Scripting;
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@@ -2051,7 +2050,24 @@ namespace OpenSim.Region.Framework.Scenes
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public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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}
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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{
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return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel);
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}
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/// <summary>
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/// Delete every object from the scene. This does not include attachments worn by avatars.
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@@ -312,6 +312,42 @@ namespace OpenSim.Region.Framework.Scenes
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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/// <summary>
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/// Add a newly created object to the scene.
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/// </summary>
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///
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/// This method does not send updates to the client - callers need to handle this themselves.
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/// <param name="sceneObject"></param>
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/// <param name="attachToBackup"></param>
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/// <param name="pos">Position of the object</param>
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/// <param name="rot">Rotation of the object</param>
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/// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
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/// <returns></returns>
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public bool AddNewSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
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{
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AddNewSceneObject(sceneObject, true, false);
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// we set it's position in world.
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sceneObject.AbsolutePosition = pos;
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if (sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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sceneObject.ClearPartAttachmentData();
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}
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sceneObject.UpdateGroupRotationR(rot);
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//group.ApplyPhysics(m_physicalPrim);
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if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
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{
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sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
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sceneObject.Velocity = vel;
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}
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return true;
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}
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/// <summary>
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/// Add an object to the scene. This will both update the scene, and send information about the
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@@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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sop.Text = RandomName();
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sop.SitName = RandomName();
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sop.TouchName = RandomName();
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sop.ObjectFlags |= (uint)PrimFlags.Phantom;
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sop.Flags |= PrimFlags.Phantom;
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SceneObjectGroup sog = new SceneObjectGroup(sop);
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scene.AddNewSceneObject(sog, false);
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143
OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
Normal file
143
OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
Normal file
@@ -0,0 +1,143 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using Timer=System.Timers.Timer;
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using Nini.Config;
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using NUnit.Framework;
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using NUnit.Framework.SyntaxHelpers;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.Avatar.Inventory.Archiver;
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using OpenSim.Region.CoreModules.World.Serialiser;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Services.Interfaces;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Setup;
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namespace OpenSim.Region.Framework.Tests
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{
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[TestFixture]
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public class TaskInventoryTests
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{
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protected UserAccount CreateUser(Scene scene)
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{
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string userFirstName = "Jock";
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string userLastName = "Stirrup";
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string userPassword = "troll";
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UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
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return UserProfileTestUtils.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword);
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}
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protected SceneObjectGroup CreateSO1(Scene scene, UUID ownerId)
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{
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string part1Name = "part1";
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UUID part1Id = UUID.Parse("10000000-0000-0000-0000-000000000000");
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SceneObjectPart part1
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= new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
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{ Name = part1Name, UUID = part1Id };
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return new SceneObjectGroup(part1);
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}
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protected TaskInventoryItem CreateSOItem1(Scene scene, SceneObjectPart part)
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{
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AssetNotecard nc = new AssetNotecard("Hello World!");
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UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000");
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UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000");
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AssetBase ncAsset
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= AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
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scene.AssetService.Store(ncAsset);
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TaskInventoryItem ncItem
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= new TaskInventoryItem
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{ Name = "ncItem", AssetID = ncAssetUuid, ItemID = ncItemUuid,
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Type = (int)AssetType.Notecard, InvType = (int)InventoryType.Notecard };
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part.Inventory.AddInventoryItem(ncItem, true);
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return ncItem;
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}
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/// <summary>
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/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
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/// </summary>
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/// This should place it in the most suitable user folder.
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[Test]
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public void TestMoveTaskInventoryItem()
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{
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TestHelper.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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Scene scene = SceneSetupHelpers.SetupScene("inventory");
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UserAccount user1 = CreateUser(scene);
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SceneObjectGroup sog1 = CreateSO1(scene, user1.PrincipalID);
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SceneObjectPart sop1 = sog1.RootPart;
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TaskInventoryItem sopItem1 = CreateSOItem1(scene, sop1);
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InventoryFolderBase folder
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, user1.PrincipalID, "Objects")[0];
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// Perform test
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scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID);
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InventoryItemBase ncUserItem
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= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Objects/ncItem");
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Assert.That(ncUserItem, Is.Not.Null, "Objects/ncItem was not found");
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}
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/// <summary>
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/// Test MoveTaskInventoryItem where the item has no parent folder assigned.
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/// </summary>
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/// This should place it in the most suitable user folder.
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[Test]
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public void TestMoveTaskInventoryItemNoParent()
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{
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TestHelper.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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Scene scene = SceneSetupHelpers.SetupScene("inventory");
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UserAccount user1 = CreateUser(scene);
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SceneObjectGroup sog1 = CreateSO1(scene, user1.PrincipalID);
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SceneObjectPart sop1 = sog1.RootPart;
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TaskInventoryItem sopItem1 = CreateSOItem1(scene, sop1);
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// Perform test
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scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID);
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InventoryItemBase ncUserItem
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= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Notecards/ncItem");
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Assert.That(ncUserItem, Is.Not.Null, "Notecards/ncItem was not found");
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}
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||||
}
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}
|
||||
Reference in New Issue
Block a user