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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
Conflicts: prebuild.xml
This commit is contained in:
@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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@@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes
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item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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@@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
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// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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@@ -2310,7 +2319,24 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGraph.DelinkObjects(parts);
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}
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(IClientAPI client, uint parentPrimId, List<uint> childPrimIds)
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{
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LinkObjects(client.AgentId, parentPrimId, childPrimIds);
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}
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/// <summary>
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/// Link the scene objects containing the indicated parts to a root object.
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/// </summary>
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/// <param name="agentId">The ID of the user linking.</param>
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/// <param name="parentPrimId">A root prim id of the object which will be the root prim of the resulting linkset.</param>
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/// <param name="childPrimIds">A list of child prims for the objects that should be linked in.</param>
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public void LinkObjects(UUID agentId, uint parentPrimId, List<uint> childPrimIds)
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{
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List<UUID> owners = new List<UUID>();
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@@ -2323,7 +2349,7 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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if (!Permissions.CanLinkObject(client.AgentId, root.ParentGroup.RootPart.UUID))
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if (!Permissions.CanLinkObject(agentId, root.ParentGroup.RootPart.UUID))
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{
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m_log.DebugFormat("[LINK]: Refusing link. No permissions on root prim");
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return;
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@@ -2339,7 +2365,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!owners.Contains(part.OwnerID))
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owners.Add(part.OwnerID);
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if (Permissions.CanLinkObject(client.AgentId, part.ParentGroup.RootPart.UUID))
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if (Permissions.CanLinkObject(agentId, part.ParentGroup.RootPart.UUID))
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children.Add(part);
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}
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@@ -1751,6 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectGroup child = children[i].ParentGroup;
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// Don't try and add a group to itself - this will only cause severe problems later on.
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if (child == parentGroup)
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continue;
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// Make sure no child prim is set for sale
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// So that, on delink, no prims are unwittingly
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// left for sale and sold off
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@@ -1777,8 +1781,13 @@ namespace OpenSim.Region.Framework.Scenes
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// We need to explicitly resend the newly link prim's object properties since no other actions
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// occur on link to invoke this elsewhere (such as object selection)
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parentGroup.RootPart.CreateSelected = true;
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parentGroup.TriggerScriptChangedEvent(Changed.LINK);
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if (childGroups.Count > 0)
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{
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parentGroup.RootPart.CreateSelected = true;
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parentGroup.TriggerScriptChangedEvent(Changed.LINK);
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parentGroup.HasGroupChanged = true;
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parentGroup.ScheduleGroupForFullUpdate();
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}
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}
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finally
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{
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@@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyNextOwnerPermissions()
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{
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// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].ApplyNextOwnerPermissions();
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@@ -2377,6 +2377,10 @@ namespace OpenSim.Region.Framework.Scenes
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// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
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// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
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// Linking to ourselves is not a valid operation.
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if (objectGroup == this)
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return;
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SceneObjectPart linkPart = objectGroup.m_rootPart;
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Vector3 oldGroupPosition = linkPart.GroupPosition;
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@@ -39,14 +39,31 @@ using log4net;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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/// <summary>
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/// Linking tests
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/// </summary>
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[TestFixture]
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public class SceneObjectLinkingTests
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Links to self should be ignored.
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/// </summary>
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[Test]
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public void TestLinkToSelf()
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{
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TestHelpers.InMethod();
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UUID ownerId = TestHelpers.ParseTail(0x1);
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int nParts = 3;
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TestScene scene = SceneHelpers.SetupScene();
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SceneObjectGroup sog1 = SceneHelpers.CreateSceneObject(nParts, ownerId, "TestLinkToSelf_", 0x10);
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scene.AddSceneObject(sog1);
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scene.LinkObjects(ownerId, sog1.LocalId, new List<uint>() { sog1.Parts[1].LocalId });
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// sog1.LinkToGroup(sog1);
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Assert.That(sog1.Parts.Length, Is.EqualTo(nParts));
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}
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[Test]
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public void TestLinkDelink2SceneObjects()
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{
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