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https://github.com/opensim/opensim.git
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seems to compile ( tests comented out)
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@@ -45,7 +45,6 @@ using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Framework.Client;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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@@ -360,8 +359,8 @@ namespace OpenSim.Region.ClientStack.Linden
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public string SeedCapRequest(string request, string path, string param,
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IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
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{
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// m_log.DebugFormat(
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// "[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID);
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m_log.DebugFormat(
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"[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID);
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if (!m_HostCapsObj.WaitForActivation())
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return string.Empty;
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@@ -789,99 +788,10 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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else if (inventoryType == "object")
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{
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<<<<<<< HEAD
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inType = (sbyte)InventoryType.Object;
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assType = (sbyte)AssetType.Object;
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List<Vector3> positions = new List<Vector3>();
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List<Quaternion> rotations = new List<Quaternion>();
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OSDMap request = (OSDMap)OSDParser.DeserializeLLSDXml(data);
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OSDArray instance_list = (OSDArray)request["instance_list"];
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OSDArray mesh_list = (OSDArray)request["mesh_list"];
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OSDArray texture_list = (OSDArray)request["texture_list"];
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SceneObjectGroup grp = null;
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InventoryFolderBase textureUploadFolder = null;
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List<InventoryFolderBase> foldersToUpdate = new List<InventoryFolderBase>();
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List<InventoryItemBase> itemsToUpdate = new List<InventoryItemBase>();
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IClientInventory clientInv = null;
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if (texture_list.Count > 0)
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{
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ScenePresence avatar = null;
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m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar);
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if (avatar != null)
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{
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IClientCore core = (IClientCore)avatar.ControllingClient;
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if (core.TryGet<IClientInventory>(out clientInv))
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{
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var systemTextureFolder = m_Scene.InventoryService.GetFolderForType(m_HostCapsObj.AgentID, FolderType.Texture);
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textureUploadFolder = new InventoryFolderBase(UUID.Random(), assetName, m_HostCapsObj.AgentID, (short)FolderType.None, systemTextureFolder.ID, 1);
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if (m_Scene.InventoryService.AddFolder(textureUploadFolder))
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{
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foldersToUpdate.Add(textureUploadFolder);
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m_log.DebugFormat(
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"[BUNCH OF CAPS]: Created new folder '{0}' ({1}) for textures uploaded with mesh object {2}",
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textureUploadFolder.Name, textureUploadFolder.ID, assetName);
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}
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else
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{
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textureUploadFolder = null;
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}
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}
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}
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}
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List<UUID> textures = new List<UUID>();
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for (int i = 0; i < texture_list.Count; i++)
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{
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AssetBase textureAsset = new AssetBase(UUID.Random(), assetName, (sbyte)AssetType.Texture, "");
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textureAsset.Data = texture_list[i].AsBinary();
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m_assetService.Store(textureAsset);
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textures.Add(textureAsset.FullID);
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if (textureUploadFolder != null)
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{
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InventoryItemBase textureItem = new InventoryItemBase();
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textureItem.Owner = m_HostCapsObj.AgentID;
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textureItem.CreatorId = m_HostCapsObj.AgentID.ToString();
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textureItem.CreatorData = String.Empty;
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textureItem.ID = UUID.Random();
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textureItem.AssetID = textureAsset.FullID;
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textureItem.Description = assetDescription;
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textureItem.Name = assetName + " - Texture " + (i + 1).ToString();
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textureItem.AssetType = (int)AssetType.Texture;
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textureItem.InvType = (int)InventoryType.Texture;
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textureItem.Folder = textureUploadFolder.ID;
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textureItem.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export);
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textureItem.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export;
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textureItem.EveryOnePermissions = 0;
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textureItem.NextPermissions = (uint)PermissionMask.All;
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textureItem.CreationDate = Util.UnixTimeSinceEpoch();
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m_Scene.InventoryService.AddItem(textureItem);
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itemsToUpdate.Add(textureItem);
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m_log.DebugFormat(
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"[BUNCH OF CAPS]: Created new inventory item '{0}' ({1}) for texture uploaded with mesh object {2}",
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textureItem.Name, textureItem.ID, assetName);
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}
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}
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if (clientInv != null && (foldersToUpdate.Count > 0 || itemsToUpdate.Count > 0))
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{
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clientInv.SendBulkUpdateInventory(foldersToUpdate.ToArray(), itemsToUpdate.ToArray());
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}
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=======
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if (assetType == "mesh") // this code for now is for mesh models uploads only
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{
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inType = (sbyte)InventoryType.Object;
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assType = (sbyte)AssetType.Object;
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>>>>>>> avn/ubitvar
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List<Vector3> positions = new List<Vector3>();
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List<Quaternion> rotations = new List<Quaternion>();
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@@ -1467,24 +1377,17 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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string message;
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copyItem = m_Scene.GiveInventoryItem(m_HostCapsObj.AgentID, item.Owner, itemID, folderID, out message);
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if (client != null)
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if (copyItem != null && client != null)
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{
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if (copyItem != null)
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{
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m_log.InfoFormat("[CAPS]: CopyInventoryFromNotecard, ItemID:{0}, FolderID:{1}", copyItem.ID, copyItem.Folder);
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client.SendBulkUpdateInventory(copyItem);
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}
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else
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{
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client.SendAgentAlertMessage(message, false);
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}
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m_log.InfoFormat("[CAPS]: CopyInventoryFromNotecard, ItemID:{0}, FolderID:{1}", copyItem.ID, copyItem.Folder);
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client.SendBulkUpdateInventory(copyItem);
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}
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}
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else
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{
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m_log.ErrorFormat("[CAPS]: CopyInventoryFromNotecard - Failed to retrieve item {0} from notecard {1}", itemID, notecardID);
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if (client != null)
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client.SendAgentAlertMessage("Failed to retrieve item", false);
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client.SendAlertMessage("Failed to retrieve item");
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}
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}
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catch (Exception e)
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@@ -1656,14 +1559,13 @@ namespace OpenSim.Region.ClientStack.Linden
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string param, IOSHttpRequest httpRequest,
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IOSHttpResponse httpResponse)
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{
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OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
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OSDMap accessPrefs = (OSDMap)req["access_prefs"];
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string desiredMaturity = accessPrefs["max"];
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// OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
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OSDMap resp = new OSDMap();
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OSDMap respAccessPrefs = new OSDMap();
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respAccessPrefs["max"] = desiredMaturity; // echoing the maturity back means success
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resp["access_prefs"] = respAccessPrefs;
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OSDMap accessPrefs = new OSDMap();
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accessPrefs["max"] = "A";
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resp["access_prefs"] = accessPrefs;
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string response = OSDParser.SerializeLLSDXmlString(resp);
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return response;
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@@ -40,8 +40,8 @@ using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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[assembly: Addin("LindenCaps", OpenSim.VersionInfo.VersionNumber)]
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[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
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[assembly: Addin("LindenCaps", "0.1")]
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[assembly: AddinDependency("OpenSim", "0.5")]
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namespace OpenSim.Region.ClientStack.Linden
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{
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