Merge branch 'master' into careminster

Conflicts:
	OpenSim/Data/MySQL/MySQLAssetData.cs
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
This commit is contained in:
Melanie
2013-04-10 13:20:55 +01:00
34 changed files with 1621 additions and 1008 deletions

View File

@@ -358,7 +358,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
bool asAttachment)
{
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
// Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
foreach (SceneObjectGroup objectGroup in objlist)
{
@@ -379,7 +379,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
objectGroup.AbsolutePosition.Z);
Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
//originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
// Restore attachment data after trip through the sim
if (objectGroup.RootPart.AttachPoint > 0)
@@ -418,9 +418,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0], !asAttachment);
// Restore the position of each group now that it has been stored to inventory.
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
// // Restore the position of each group now that it has been stored to inventory.
// foreach (SceneObjectGroup objectGroup in objlist)
// objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
@@ -866,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
return null;
}
if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, veclist, attachment))
return null;
for (int i = 0; i < objlist.Count; i++)
@@ -965,10 +965,15 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
/// <param name="item"></param>
/// <param name="objlist"></param>
/// <param name="pos"></param>
/// <param name="veclist">
/// List of vector position adjustments for a coalesced objects. For ordinary objects
/// this list will contain just Vector3.Zero. The order of adjustments must match the order of objlist
/// </param>
/// <param name="isAttachment"></param>
/// <returns>true if we can processed with rezzing, false if we need to abort</returns>
private bool DoPreRezWhenFromItem(
IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist, Vector3 pos, bool isAttachment)
IClientAPI remoteClient, InventoryItemBase item, List<SceneObjectGroup> objlist,
Vector3 pos, List<Vector3> veclist, bool isAttachment)
{
UUID fromUserInventoryItemId = UUID.Zero;
@@ -991,28 +996,29 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
}
int primcount = 0;
foreach (SceneObjectGroup g in objlist)
primcount += g.PrimCount;
if (!m_Scene.Permissions.CanRezObject(
primcount, remoteClient.AgentId, pos)
&& !isAttachment)
for (int i = 0; i < objlist.Count; i++)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
remoteClient.SendBulkUpdateInventory(item);
SceneObjectGroup g = objlist[i];
ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
remoteClient.SendAlertMessage(string.Format(
"Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.RegionInfo.RegionName));
if (!m_Scene.Permissions.CanRezObject(
g.PrimCount, remoteClient.AgentId, pos + veclist[i])
&& !isAttachment)
{
// The client operates in no fail mode. It will
// have already removed the item from the folder
// if it's no copy.
// Put it back if it's not an attachment
//
if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!isAttachment))
remoteClient.SendBulkUpdateInventory(item);
return false;
ILandObject land = m_Scene.LandChannel.GetLandObject(pos.X, pos.Y);
remoteClient.SendAlertMessage(string.Format(
"Can't rez object '{0}' at <{1:F3}, {2:F3}, {3:F3}> on parcel '{4}' in region {5}.",
item.Name, pos.X, pos.Y, pos.Z, land != null ? land.LandData.Name : "Unknown", m_Scene.Name));
return false;
}
}
for (int i = 0; i < objlist.Count; i++)