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https://github.com/opensim/opensim.git
synced 2026-08-11 11:57:03 +08:00
seems to compile ( tests comented out)
This commit is contained in:
@@ -881,14 +881,22 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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<<<<<<< HEAD
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if (newName == String.Empty)
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newName = item.Name;
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=======
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if (newName == null) newName = item.Name;
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AssetBase asset = AssetService.Get(item.AssetID.ToString());
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>>>>>>> avn/ubitvar
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if (asset != null)
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{
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if (newName != String.Empty)
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{
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asset.Name = newName;
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}
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else
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{
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newName = item.Name;
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}
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if (remoteClient.AgentId == oldAgentID
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|| (LibraryService != null
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@@ -916,6 +924,13 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Could not copy item {0} since asset {1} could not be found",
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item.Name, item.AssetID);
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}
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}
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/// <summary>
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/// Create a new asset data structure.
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@@ -982,31 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
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public void CreateNewInventoryItem(
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IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
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string name, string description, uint flags, uint callbackID,
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<<<<<<< HEAD
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UUID assetID, sbyte assetType, sbyte invType, uint nextOwnerMask, int creationDate)
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{
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CreateNewInventoryItem(
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remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, assetID, assetType, invType,
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(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0,
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creationDate, true);
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=======
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AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
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{
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CreateNewInventoryItem(
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remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
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(uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
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}
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private void CreateNewInventoryItem(
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IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
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string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
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uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
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{
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CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
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name, description, flags, callbackID, asset, invType,
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baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
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>>>>>>> avn/ubitvar
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}
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/// <summary>
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@@ -1030,14 +1026,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="creationDate">Unix timestamp at which this item was created.</param>
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private void CreateNewInventoryItem(
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IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
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<<<<<<< HEAD
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string name, string description, uint flags, uint callbackID, UUID assetID, sbyte assetType, sbyte invType,
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uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,
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bool assetUpload)
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=======
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string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
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uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
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>>>>>>> avn/ubitvar
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{
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InventoryItemBase item = new InventoryItemBase();
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item.Owner = remoteClient.AgentId;
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@@ -1058,17 +1049,13 @@ namespace OpenSim.Region.Framework.Scenes
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item.BasePermissions = baseMask;
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item.CreationDate = creationDate;
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<<<<<<< HEAD
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if (AddInventoryItem(item, assetUpload))
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=======
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// special AnimationSet case
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if (item.InvType == (int)CustomInventoryType.AnimationSet)
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AnimationSet.enforceItemPermitions(item,true);
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if (AddInventoryItem(item))
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>>>>>>> avn/ubitvar
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{
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remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
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remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
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}
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else
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{
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@@ -1284,7 +1271,6 @@ namespace OpenSim.Region.Framework.Scenes
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agentItem.BasePermissions = taskItem.BasePermissions & (taskItem.NextPermissions | (uint)PermissionMask.Move);
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if (taskItem.InvType == (int)InventoryType.Object)
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{
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<<<<<<< HEAD
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// Bake the new base permissions from folded permissions
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// The folded perms are in the lowest 3 bits of the current perms
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// We use base permissions here to avoid baking the "Locked" status
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@@ -1296,13 +1282,6 @@ namespace OpenSim.Region.Framework.Scenes
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agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
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// Newly given items cannot be "locked" on rez. Make sure by
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// setting current equal to base.
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=======
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uint perms = taskItem.BasePermissions & taskItem.NextPermissions;
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PermissionsUtil.ApplyFoldedPermissions(taskItem.CurrentPermissions, ref perms);
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// agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
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// agentItem.CurrentPermissions = agentItem.BasePermissions;
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agentItem.BasePermissions = perms | (uint)PermissionMask.Move;
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>>>>>>> avn/ubitvar
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}
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agentItem.CurrentPermissions = agentItem.BasePermissions;
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@@ -1577,12 +1556,12 @@ namespace OpenSim.Region.Framework.Scenes
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public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
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{
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<<<<<<< HEAD
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ScenePresence avatar;
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IClientAPI remoteClient = null;
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if (TryGetScenePresence(destID, out avatar))
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remoteClient = avatar.ControllingClient;
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=======
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// ????
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SceneObjectPart destPart = GetSceneObjectPart(destID);
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if (destPart != null) // Move into a prim
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{
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@@ -1590,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
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MoveTaskInventoryItem(destID, host, itemID);
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return destID; // Prim folder ID == prim ID
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}
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>>>>>>> avn/ubitvar
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// /????
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InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
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@@ -2156,14 +2135,16 @@ namespace OpenSim.Region.Framework.Scenes
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List<uint> deleteIDs = new List<uint>();
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List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
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List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
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// Start with true for both, then remove the flags if objects
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// that we can't derez are part of the selection
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bool permissionToTake = true;
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bool permissionToTakeCopy = true;
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bool permissionToDelete = true;
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foreach (uint localID in localIDs)
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{
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// Start with true for both, then remove the flags if objects
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// that we can't derez are part of the selection
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bool permissionToTake = true;
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bool permissionToTakeCopy = true;
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bool permissionToDelete = true;
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// Invalid id
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SceneObjectPart part = GetSceneObjectPart(localID);
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@@ -2287,27 +2268,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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<<<<<<< HEAD
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// OK, we're done with permissions. Let's check if any part of the code prevents the objects from being deleted
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bool canDelete = EventManager.TriggerDeRezRequested(remoteClient, deleteGroups, action);
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if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete))
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=======
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SendKillObject(deleteIDs);
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SendKillObject(deleteIDs);
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if (deleteGroups.Count > 0)
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>>>>>>> avn/ubitvar
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{
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foreach (SceneObjectGroup g in deleteGroups)
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deleteIDs.Remove(g.LocalId);
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m_asyncSceneObjectDeleter.DeleteToInventory(
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action, destinationID, deleteGroups, remoteClient,
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<<<<<<< HEAD
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permissionToDelete && canDelete);
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}
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else if (permissionToDelete && canDelete)
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=======
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true);
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}
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if (takeGroups.Count > 0)
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@@ -2317,7 +2286,6 @@ namespace OpenSim.Region.Framework.Scenes
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false);
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}
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if (deleteIDs.Count > 0)
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>>>>>>> avn/ubitvar
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{
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foreach (SceneObjectGroup g in deleteGroups)
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DeleteSceneObject(g, true);
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@@ -2361,7 +2329,7 @@ namespace OpenSim.Region.Framework.Scenes
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
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InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, FolderType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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@@ -2435,34 +2403,10 @@ namespace OpenSim.Region.Framework.Scenes
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string xmlData = ExternalRepresentationUtils.SanitizeXml(Utils.BytesToString(assetData));
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<<<<<<< HEAD
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try
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=======
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if (e == null || attachment) // Single
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{
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
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/*
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if (!attachment)
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{
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g.RootPart.AttachPoint = g.RootPart.Shape.State;
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g.RootPart.AttachedPos = g.AbsolutePosition;
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g.RootPart.AttachRotation = g.GroupRotation;
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if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
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g.RootPart.Shape.PCode != (byte)PCode.Tree)
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g.RootPart.Shape.State = 0;
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}
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*/
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objlist.Add(g);
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veclist.Add(new Vector3(0, 0, 0));
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bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
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return true;
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}
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else
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>>>>>>> avn/ubitvar
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{
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using (XmlTextReader wrappedReader = new XmlTextReader(xmlData, XmlNodeType.Element, null))
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{
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<<<<<<< HEAD
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using (XmlReader reader = XmlReader.Create(wrappedReader, new XmlReaderSettings() { IgnoreWhitespace = true, ConformanceLevel = ConformanceLevel.Fragment }))
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{
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reader.Read();
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@@ -2481,7 +2425,7 @@ namespace OpenSim.Region.Framework.Scenes
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Util.LogFailedXML("[AGENT INVENTORY]:", xmlData);
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g = null;
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}
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if (g != null)
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{
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objlist.Add(g);
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@@ -2492,7 +2436,7 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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else
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{
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{
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
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@@ -2526,28 +2470,6 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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}
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=======
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SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
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/*
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g.RootPart.AttachPoint = g.RootPart.Shape.State;
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g.RootPart.AttachedPos = g.AbsolutePosition;
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g.RootPart.AttachRotation = g.GroupRotation;
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if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
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g.RootPart.Shape.PCode != (byte)PCode.Tree)
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g.RootPart.Shape.State = 0;
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*/
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objlist.Add(g);
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XmlElement el = (XmlElement)n;
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string rawX = el.GetAttribute("offsetx");
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string rawY = el.GetAttribute("offsety");
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string rawZ = el.GetAttribute("offsetz");
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float x = Convert.ToSingle(rawX);
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float y = Convert.ToSingle(rawY);
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float z = Convert.ToSingle(rawZ);
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veclist.Add(new Vector3(x, y, z));
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>>>>>>> avn/ubitvar
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}
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}
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catch (Exception e)
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