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* refactor: Rip out SOP inventory from the partial into a separate class
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life * A proper inventory interface to follow * Parallel changes for other inventory partial classes to follow at a later date
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@@ -50,7 +50,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.ForceInventoryPersistence();
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part.Inventory.ForceInventoryPersistence();
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}
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}
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}
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@@ -66,8 +66,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.CreateScriptInstances(startParam, postOnRez, engine,
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stateSource);
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part.Inventory.CreateScriptInstances(startParam, postOnRez, engine, stateSource);
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}
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}
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}
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@@ -81,7 +80,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.RemoveScriptInstances();
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part.Inventory.RemoveScriptInstances();
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}
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}
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}
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@@ -96,7 +95,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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return part.GetInventoryFileName(remoteClient, localID);
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return part.Inventory.GetInventoryFileName(remoteClient, localID);
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}
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else
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{
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@@ -118,7 +117,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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part.RequestInventoryFile(client, xferManager);
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part.Inventory.RequestInventoryFile(client, xferManager);
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}
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else
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{
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@@ -191,7 +190,7 @@ namespace OpenSim.Region.Environment.Scenes
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addFromAllowedDrop = remoteClient.AgentId != part.OwnerID;
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}
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part.AddInventoryItem(taskItem, addFromAllowedDrop);
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part.Inventory.AddInventoryItem(taskItem, addFromAllowedDrop);
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return true;
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}
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@@ -217,7 +216,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(primID);
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if (part != null)
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{
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return part.GetInventoryItem(itemID);
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return part.Inventory.GetInventoryItem(itemID);
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}
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else
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{
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@@ -241,7 +240,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(item.ParentPartID);
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if (part != null)
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{
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part.UpdateInventoryItem(item);
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part.Inventory.UpdateInventoryItem(item);
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return true;
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}
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@@ -261,7 +260,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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int type = part.RemoveInventoryItem(itemID);
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int type = part.Inventory.RemoveInventoryItem(itemID);
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return type;
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}
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@@ -280,7 +279,7 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectPart part in m_parts.Values)
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{
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ownerMask &= part.OwnerMask;
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perms &= part.MaskEffectivePermissions();
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perms &= part.Inventory.MaskEffectivePermissions();
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}
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if ((ownerMask & (uint)PermissionMask.Modify) == 0)
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@@ -303,7 +302,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void ApplyNextOwnerPermissions()
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{
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foreach (SceneObjectPart part in m_parts.Values)
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part.ApplyNextOwnerPermissions();
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part.Inventory.ApplyNextOwnerPermissions();
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}
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public string GetStateSnapshot()
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@@ -313,13 +312,13 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (SceneObjectPart part in m_parts.Values)
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{
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foreach (string a in part.GetScriptAssemblies())
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foreach (string a in part.Inventory.GetScriptAssemblies())
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{
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if (a != "" && !assemblies.Contains(a))
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assemblies.Add(a);
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}
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foreach (KeyValuePair<UUID, string> s in part.GetScriptStates())
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foreach (KeyValuePair<UUID, string> s in part.Inventory.GetScriptStates())
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{
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states[s.Key] = s.Value;
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}
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