Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork

Conflicts:
	prebuild.xml
This commit is contained in:
UbitUmarov
2012-02-10 23:03:30 +00:00
17 changed files with 309 additions and 34 deletions

View File

@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// </param>
/// <param name="scene"></param>
/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
/// <returns>The UUID of the ScenePresence created.</returns>
/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
UUID CreateNPC(
string firstname,
string lastname,

View File

@@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes
item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
// m_log.DebugFormat(
// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
@@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
item.GroupID = itemUpd.GroupID;
item.GroupOwned = itemUpd.GroupOwned;
@@ -2310,7 +2319,24 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneGraph.DelinkObjects(parts);
}
/// <summary>
/// Link the scene objects containing the indicated parts to a root object.
/// </summary>
/// <param name="client"></param>
/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
{
LinkObjects(client.AgentId, parentPrimId, childPrimIds);
}
/// <summary>
/// Link the scene objects containing the indicated parts to a root object.
/// </summary>
/// <param name="agentId">The ID of the user linking.</param>
/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
{
List<UUID> owners = new List<UUID>();
@@ -2323,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID))
if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
{
m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
return;
@@ -2339,7 +2365,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!owners.Contains(part.OwnerID))
owners.Add(part.OwnerID);
if (Permissions.CanLinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
children.Add(part);
}

View File

@@ -1751,6 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectGroup child = children[i].ParentGroup;
// Don't try and add a group to itself - this will only cause severe problems later on.
if (child == parentGroup)
continue;
// Make sure no child prim is set for sale
// So that, on delink, no prims are unwittingly
// left for sale and sold off
@@ -1777,8 +1781,13 @@ namespace OpenSim.Region.Framework.Scenes
// We need to explicitly resend the newly link prim's object properties since no other actions
// occur on link to invoke this elsewhere (such as object selection)
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
if (childGroups.Count > 0)
{
parentGroup.RootPart.CreateSelected = true;
parentGroup.TriggerScriptChangedEvent(Changed.LINK);
parentGroup.HasGroupChanged = true;
parentGroup.ScheduleGroupForFullUpdate();
}
}
finally
{

View File

@@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes
public void ApplyNextOwnerPermissions()
{
// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
parts[i].ApplyNextOwnerPermissions();

View File

@@ -2377,6 +2377,10 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
// Linking to ourselves is not a valid operation.
if (objectGroup == this)
return;
SceneObjectPart linkPart = objectGroup.m_rootPart;
Vector3 oldGroupPosition = linkPart.GroupPosition;

View File

@@ -39,14 +39,31 @@ using log4net;
namespace OpenSim.Region.Framework.Scenes.Tests
{
/// <summary>
/// Linking tests
/// </summary>
[TestFixture]
public class SceneObjectLinkingTests
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Links to self should be ignored.
/// </summary>
[Test]
public void TestLinkToSelf()
{
TestHelpers.InMethod();
UUID ownerId = TestHelpers.ParseTail(0x1);
int nParts = 3;
TestScene scene = SceneHelpers.SetupScene();
SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
scene.AddSceneObject(sog1);
scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
// sog1.LinkToGroup(sog1);
Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
}
[Test]
public void TestLinkDelink2SceneObjects()
{