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a few changes on attachment module and Xinventory service
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@@ -994,81 +994,89 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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if (!grp.HasGroupChanged)
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{
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if (DebugLevel > 0)
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
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grp.UUID, grp.AttachmentPoint);
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}
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return;
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}
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grp.HasGroupChanged = false;
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if (m_invAccessModule is null)
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return;
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if (grp.FromItemID.IsZero())
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{
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// We can't save temp attachments
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grp.HasGroupChanged = false;
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return;
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}
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if(sp.IsNPC)
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return;
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if (grp.HasGroupChanged)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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grp.UUID, grp.AttachmentPoint);
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InventoryItemBase item = m_scene.InventoryService.GetItem(sp.UUID, grp.FromItemID);
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if (item != null)
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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grp.UUID, grp.AttachmentPoint);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
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InventoryItemBase item = m_scene.InventoryService.GetItem(sp.UUID, grp.FromItemID);
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if (item != null)
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if (item.Owner.NotEqual(sp.UUID))
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{
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// attach is rez, need to update permissions
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item.Flags &= ~(uint)(InventoryItemFlags.ObjectSlamPerm | InventoryItemFlags.ObjectOverwriteBase |
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InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup |
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InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
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uint permsBase = (uint)(PermissionMask.Copy | PermissionMask.Transfer |
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PermissionMask.Modify | PermissionMask.Move |
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PermissionMask.Export | PermissionMask.FoldedMask);
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permsBase &= grp.CurrentAndFoldedNextPermissions();
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permsBase |= (uint)PermissionMask.Move;
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item.BasePermissions = permsBase;
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item.CurrentPermissions = permsBase;
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item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask | (uint)PermissionMask.Move;
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item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
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item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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(uint)PermissionMask.Export |
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(uint)PermissionMask.FoldedMask); // Preserve folded permissions ??
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string name = grp.RootPart.Name;
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string desc = grp.RootPart.Description;
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AssetBase asset = m_scene.CreateAsset(
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name, desc,
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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sp.UUID);
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item.Name = name;
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item.Description = desc;
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item.AssetID = asset.FullID;
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item.AssetType = (int)AssetType.Object;
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item.InvType = (int)InventoryType.Object;
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if (m_invAccessModule != null)
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m_invAccessModule.UpdateInventoryItemAsset(sp.UUID, item, asset);
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if (sp.ControllingClient != null)
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sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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m_log.DebugFormat("[ATTACHMENTS MODULE]: Updating asset for attachment owner mismach: agent {0}, owner {1}",
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sp.UUID, item.Owner);
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return;
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}
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grp.HasGroupChanged = false; // Prevent it being saved over and over
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}
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else if (DebugLevel > 0)
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
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grp.UUID, grp.AttachmentPoint);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
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// attach is rez, need to update permissions
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item.Flags &= ~(uint)(InventoryItemFlags.ObjectSlamPerm | InventoryItemFlags.ObjectOverwriteBase |
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InventoryItemFlags.ObjectOverwriteOwner | InventoryItemFlags.ObjectOverwriteGroup |
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InventoryItemFlags.ObjectOverwriteEveryone | InventoryItemFlags.ObjectOverwriteNextOwner);
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uint permsBase = (uint)(PermissionMask.Copy | PermissionMask.Transfer |
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PermissionMask.Modify | PermissionMask.Move |
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PermissionMask.Export | PermissionMask.FoldedMask);
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permsBase &= grp.CurrentAndFoldedNextPermissions();
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permsBase |= (uint)PermissionMask.Move;
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item.BasePermissions = permsBase;
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item.CurrentPermissions = permsBase;
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item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask | (uint)PermissionMask.Move;
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item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
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item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
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item.CurrentPermissions &=
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((uint)PermissionMask.Copy |
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(uint)PermissionMask.Transfer |
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(uint)PermissionMask.Modify |
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(uint)PermissionMask.Move |
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(uint)PermissionMask.Export |
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(uint)PermissionMask.FoldedMask); // Preserve folded permissions ??
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string name = grp.RootPart.Name;
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string desc = grp.RootPart.Description;
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AssetBase asset = m_scene.CreateAsset(
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name, desc,
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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sp.UUID);
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item.Name = name;
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item.Description = desc;
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item.AssetID = asset.FullID;
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item.AssetType = (int)AssetType.Object;
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item.InvType = (int)InventoryType.Object;
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if (!m_invAccessModule.UpdateInventoryItemAsset(sp.UUID, item, asset))
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return;
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if (sp.ControllingClient != null)
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sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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}
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}
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