Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
This commit is contained in:
Melanie
2013-11-03 21:34:36 +00:00
80 changed files with 17619 additions and 276 deletions

View File

@@ -881,8 +881,8 @@ namespace OpenSim.Region.Framework.Scenes
return items;
}
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
public bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist)
{
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
@@ -891,70 +891,79 @@ namespace OpenSim.Region.Framework.Scenes
m_log.WarnFormat(
"[PRIM INVENTORY]: Could not find asset {0} for inventory item {1} in {2}",
item.AssetID, item.Name, m_part.Name);
return null;
objlist = null;
veclist = null;
return false;
}
string xmlData = Utils.BytesToString(rezAsset.Data);
SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
Vector3 bbox;
float offsetHeight;
group.RootPart.AttachPoint = group.RootPart.Shape.State;
group.RootPart.AttachOffset = group.AbsolutePosition;
group.RootPart.AttachRotation = group.GroupRotation;
bool single = m_part.ParentGroup.Scene.GetObjectsToRez(rezAsset.Data, false, out objlist, out veclist, out bbox, out offsetHeight);
group.ResetIDs();
SceneObjectPart rootPart = group.GetPart(group.UUID);
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
SceneObjectPart[] partList = group.Parts;
group.SetGroup(m_part.GroupID, null);
// TODO: Remove magic number badness
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
for (int i = 0; i < objlist.Count; i++)
{
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
SceneObjectGroup group = objlist[i];
group.RootPart.AttachPoint = group.RootPart.Shape.State;
group.RootPart.AttachOffset = group.AbsolutePosition;
group.RootPart.AttachRotation = group.GroupRotation;
group.ResetIDs();
SceneObjectPart rootPart = group.GetPart(group.UUID);
// Since renaming the item in the inventory does not affect the name stored
// in the serialization, transfer the correct name from the inventory to the
// object itself before we rez.
rootPart.Name = item.Name;
rootPart.Description = item.Description;
SceneObjectPart[] partList = group.Parts;
group.SetGroup(m_part.GroupID, null);
foreach (SceneObjectPart part in partList)
{
// TODO: Remove magic number badness
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
if ((rootPart.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
if (m_part.ParentGroup.Scene.Permissions.PropagatePermissions())
{
foreach (SceneObjectPart part in partList)
{
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
group.ApplyNextOwnerPermissions();
}
}
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
foreach (SceneObjectPart part in partList)
{
// TODO: Remove magic number badness
if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & 16) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0) // Magic number
{
part.LastOwnerID = part.OwnerID;
part.OwnerID = item.OwnerID;
part.Inventory.ChangeInventoryOwner(item.OwnerID);
}
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
part.EveryoneMask = item.EveryonePermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
part.NextOwnerMask = item.NextPermissions;
if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
part.GroupMask = item.GroupPermissions;
}
rootPart.TrimPermissions();
}
rootPart.TrimPermissions();
return group;
return true;
}
/// <summary>