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if you can't edit a prim's inventory, you don't need to see the asset ids.
Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors.
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@@ -811,8 +811,13 @@ namespace OpenSim.Region.Framework.Scenes
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// isn't available (such as drag from prim inventory to agent inventory)
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InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
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List<TaskInventoryItem> items = GetInventoryItems();
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foreach (TaskInventoryItem item in items)
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bool includeAssets = false;
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if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
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includeAssets = true;
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m_items.LockItemsForRead(true);
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foreach (TaskInventoryItem item in m_items.Values)
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{
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UUID ownerID = item.OwnerID;
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uint everyoneMask = 0;
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@@ -840,7 +845,10 @@ namespace OpenSim.Region.Framework.Scenes
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invString.AddNameValueLine("group_id", item.GroupID.ToString());
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invString.AddSectionEnd();
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invString.AddNameValueLine("asset_id", item.AssetID.ToString());
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if (includeAssets)
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invString.AddNameValueLine("asset_id", item.AssetID.ToString());
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else
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invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
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invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
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invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
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invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
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