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Instrument the UDP path of creating assets so that it triggers an asset post for users with different asset servers
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@@ -130,7 +130,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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base.AddRegion(scene);
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m_assMapper = new HGAssetMapper(scene, m_HomeURI);
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scene.EventManager.OnNewInventoryItemUploadComplete += UploadInventoryItem;
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scene.EventManager.OnNewInventoryItemUploadComplete += PostInventoryAsset;
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scene.EventManager.OnTeleportStart += TeleportStart;
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scene.EventManager.OnTeleportFail += TeleportFail;
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@@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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}
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public void UploadInventoryItem(UUID avatarID, AssetType type, UUID assetID, string name, int userlevel)
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public void PostInventoryAsset(UUID avatarID, AssetType type, UUID assetID, string name, int userlevel)
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{
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if (type == AssetType.Link)
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return;
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@@ -248,7 +248,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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UUID newAssetID = base.CapsUpdateInventoryItemAsset(remoteClient, itemID, data);
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UploadInventoryItem(remoteClient.AgentId, AssetType.Unknown, newAssetID, "", 0);
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PostInventoryAsset(remoteClient.AgentId, AssetType.Unknown, newAssetID, "", 0);
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return newAssetID;
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}
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@@ -260,7 +260,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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if (base.UpdateInventoryItemAsset(ownerID, item, asset))
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{
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UploadInventoryItem(ownerID, (AssetType)asset.Type, asset.FullID, asset.Name, 0);
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PostInventoryAsset(ownerID, (AssetType)asset.Type, asset.FullID, asset.Name, 0);
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return true;
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}
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@@ -273,7 +273,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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protected override void ExportAsset(UUID agentID, UUID assetID)
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{
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if (!assetID.Equals(UUID.Zero))
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UploadInventoryItem(agentID, AssetType.Unknown, assetID, "", 0);
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PostInventoryAsset(agentID, AssetType.Unknown, assetID, "", 0);
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else
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m_log.Debug("[HGScene]: Scene.Inventory did not create asset");
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}
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