mirror of
https://github.com/opensim/opensim.git
synced 2026-08-11 20:05:33 +08:00
More work on inventory, can now create other inventory types, like Clothes and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]
This commit is contained in:
@@ -714,33 +714,41 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
/// <param name="nextOwnerMask"></param>
|
||||
public void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID transActionID, LLUUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask)
|
||||
{
|
||||
CachedUserInfo userInfo = commsManager.UserProfiles.GetUserDetails(remoteClient.AgentId);
|
||||
if (userInfo != null)
|
||||
if (transActionID == LLUUID.Zero)
|
||||
{
|
||||
AssetBase asset = new AssetBase();
|
||||
asset.Name = name;
|
||||
asset.Description = description;
|
||||
asset.InvType = invType;
|
||||
asset.Type = type;
|
||||
asset.FullID = LLUUID.Random();
|
||||
asset.Data = new byte[1];
|
||||
this.assetCache.AddAsset(asset);
|
||||
CachedUserInfo userInfo = commsManager.UserProfiles.GetUserDetails(remoteClient.AgentId);
|
||||
if (userInfo != null)
|
||||
{
|
||||
AssetBase asset = new AssetBase();
|
||||
asset.Name = name;
|
||||
asset.Description = description;
|
||||
asset.InvType = invType;
|
||||
asset.Type = type;
|
||||
asset.FullID = LLUUID.Random();
|
||||
asset.Data = new byte[1];
|
||||
this.assetCache.AddAsset(asset);
|
||||
|
||||
InventoryItemBase item = new InventoryItemBase();
|
||||
item.avatarID = remoteClient.AgentId;
|
||||
item.creatorsID = remoteClient.AgentId;
|
||||
item.inventoryID = LLUUID.Random();
|
||||
item.assetID = asset.FullID;
|
||||
item.inventoryDescription = description;
|
||||
item.inventoryName = name;
|
||||
item.assetType = invType;
|
||||
item.invType = invType;
|
||||
item.parentFolderID = folderID;
|
||||
item.inventoryCurrentPermissions = 2147483647;
|
||||
item.inventoryNextPermissions = nextOwnerMask;
|
||||
InventoryItemBase item = new InventoryItemBase();
|
||||
item.avatarID = remoteClient.AgentId;
|
||||
item.creatorsID = remoteClient.AgentId;
|
||||
item.inventoryID = LLUUID.Random();
|
||||
item.assetID = asset.FullID;
|
||||
item.inventoryDescription = description;
|
||||
item.inventoryName = name;
|
||||
item.assetType = invType;
|
||||
item.invType = invType;
|
||||
item.parentFolderID = folderID;
|
||||
item.inventoryCurrentPermissions = 2147483647;
|
||||
item.inventoryNextPermissions = nextOwnerMask;
|
||||
|
||||
userInfo.AddItem(remoteClient.AgentId, item);
|
||||
remoteClient.SendInventoryItemUpdate(item);
|
||||
userInfo.AddItem(remoteClient.AgentId, item);
|
||||
remoteClient.SendInventoryItemUpdate(item);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
commsManager.TransactionsManager.HandleInventoryFromTransaction(remoteClient, transActionID, folderID, callbackID, description, name, invType, type, wearableType, nextOwnerMask);
|
||||
//System.Console.WriteLine("request to create inventory item from transaction " + transActionID);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user