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Minor refactoring to expose PrimInventory from SceneObjectPart
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@@ -60,7 +60,15 @@ namespace OpenSim.Region.Environment.Scenes
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[XmlIgnore] public PhysicsActor PhysActor = null;
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protected Dictionary<LLUUID, TaskInventoryItem> TaskInventory = new Dictionary<LLUUID, TaskInventoryItem>();
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// Holds in memory prim inventory
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protected Dictionary<LLUUID, TaskInventoryItem> m_taskInventory
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= new Dictionary<LLUUID, TaskInventoryItem>();
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public Dictionary<LLUUID, TaskInventoryItem> TaskInventory
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{
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get { return m_taskInventory; }
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}
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public LLUUID LastOwnerID;
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public LLUUID OwnerID;
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public LLUUID GroupID;
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@@ -76,7 +84,7 @@ namespace OpenSim.Region.Environment.Scenes
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private Quaternion m_sitTargetOrientation = new Quaternion(0, 0, 0, 1);
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private LLUUID m_SitTargetAvatar = LLUUID.Zero;
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//
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// Main grid has default permissions as follows
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//
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public uint OwnerMask = FULL_MASK_PERMISSIONS_OWNER;
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@@ -1048,7 +1056,7 @@ namespace OpenSim.Region.Environment.Scenes
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item.parent_id = m_folderID;
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item.creation_date = 1000;
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item.ParentPartID = UUID;
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TaskInventory.Add(item.item_id, item);
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m_taskInventory.Add(item.item_id, item);
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m_inventorySerial++;
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}
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@@ -1056,10 +1064,10 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (localID == LocalID)
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{
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if (TaskInventory.ContainsKey(itemID))
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if (m_taskInventory.ContainsKey(itemID))
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{
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string type = TaskInventory[itemID].inv_type;
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TaskInventory.Remove(itemID);
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string type = m_taskInventory[itemID].inv_type;
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m_taskInventory.Remove(itemID);
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m_inventorySerial++;
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if (type == "lsltext")
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{
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@@ -1098,7 +1106,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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byte[] fileData = new byte[0];
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InventoryStringBuilder invString = new InventoryStringBuilder(m_folderID, UUID);
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foreach (TaskInventoryItem item in TaskInventory.Values)
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foreach (TaskInventoryItem item in m_taskInventory.Values)
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{
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invString.AddItemStart();
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invString.AddNameValueLine("item_id", item.item_id.ToString());
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