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* reseparate inventory item creator id and creator uuid
* unfortunately, while the client requires uuids and we want to be able to have arbitrary string ids, these cannot be kept in sync * I think the problems last time were due to a serialization change * So the major inteface version has been bumped to take care of any lingering issues here. * This means that region servers beyond this revision can only connect to similarly uptodate grid services, and vice versa
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@@ -84,26 +84,38 @@ namespace OpenSim.Framework
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m_creatorId = value;
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}
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}
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protected string m_creatorId;
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protected string m_creatorId = UUID.Zero.ToString();
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/// <value>
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/// The creator of this item expressed as a UUID. Database plugins don't need to set this, it will be set by
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/// The UUID for the creator. This may be different from the canonical CreatorId. This property is used
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/// for communication with the client over the Second Life protocol, since that protocol can only understand
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/// UUIDs. As this is a basic framework class, this means that both the string creator id and the uuid
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/// reference have to be settable separately
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///
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/// Database plugins don't need to set this, it will be set by
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/// upstream code (or set by the get accessor if left unset).
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///
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/// XXX: An alternative to having a separate uuid property would be to hash the CreatorId appropriately
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/// every time there was communication with a UUID-only client. This may be much more expensive.
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/// </value>
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public UUID CreatorIdAsUuid
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{
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get
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{
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UUID temp = UUID.Zero;
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UUID.TryParse(CreatorId, out temp);
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return temp;
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if (UUID.Zero == m_creatorIdAsUuid)
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{
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UUID.TryParse(CreatorId, out m_creatorIdAsUuid);
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}
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return m_creatorIdAsUuid;
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}
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set
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{
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CreatorId = value.ToString();
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m_creatorIdAsUuid = value;
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}
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}
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protected UUID m_creatorIdAsUuid = UUID.Zero;
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/// <value>
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/// The description of the inventory item (must be less than 64 characters)
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