refactor: Push item retrieval and fixing part of Scene.RezObject() down into SceneObjectPartInventory

This commit is contained in:
Justin Clark-Casey (justincc)
2010-08-25 22:46:49 +01:00
parent a2113ecc71
commit 46c6c35d48
3 changed files with 83 additions and 56 deletions

View File

@@ -37,6 +37,7 @@ using log4net;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Framework.Scenes.Serialization;
namespace OpenSim.Region.Framework.Scenes
{
@@ -574,6 +575,68 @@ namespace OpenSim.Region.Framework.Scenes
return items;
}
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
{
UUID ownerID = item.OwnerID;
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
if (null == rezAsset)
{
m_log.WarnFormat(
"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
item.AssetID, item.Name, m_part.Name);
return null;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
group.ResetIDs();
SceneObjectPart rootPart = group.GetChildPart(group.UUID);
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
List<SceneObjectPart> partList = new List<SceneObjectPart>(group.Children.Values);
group.SetGroup(m_part.GroupID, null);
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
foreach (SceneObjectPart part in partList)
{
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0)
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
part.EveryoneMask = item.EveryonePermissions;
part.NextOwnerMask = item.NextPermissions;
}
rootPart.TrimPermissions();
return group;
}
/// <summary>
/// Update an existing inventory item.
/// </summary>
@@ -1029,6 +1092,5 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
}
}
}