/// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <param name="itemID"></param> /// <param name="agentID"></param> protected UUID UpdateKnownItem(IClientAPI remoteClient, ISceneEntity grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { //MainConsole.Instance.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID); return(UUID.Zero); } //let things like state saves and another async things be performed before we serialize the object grp.BackupPreparation(); MainConsole.Instance.InfoFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneEntitySerializer.SceneObjectSerializer.ToOriginalXmlFormat(grp); AssetBase asset = new AssetBase(UUID.Random(), grp.Name, AssetType.Object, remoteClient.AgentId) { Description = grp.RootChild.Description, Data = Utils.StringToBytes(sceneObjectXml) }; asset.ID = m_scene.AssetService.Store(asset); m_scene.InventoryService.UpdateAssetIDForItem(itemID, asset.ID); return(asset.ID); } return(UUID.Zero); }
/// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <param name="itemID"></param> /// <param name="agentID"></param> protected void UpdateKnownItem(IClientAPI remoteClient, ISceneEntity grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { //MainConsole.Instance.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID); return; } //let things like state saves and another async things be performed before we serialize the object grp.BackupPreparation(); MainConsole.Instance.InfoFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)grp); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) { AssetBase asset = new AssetBase(UUID.Random(), grp.Name, AssetType.Object, remoteClient.AgentId) { Description = grp.RootChild.Description, Data = Utils.StringToBytes(sceneObjectXml) }; asset.ID = m_scene.AssetService.Store(asset); if (item.Folder == UUID.Zero) { InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, InventoryType.Unknown, AssetType.Object); if (folder == null) { return;//Probably a non user (bot) } item.Folder = folder.ID; } item.AssetID = asset.ID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! remoteClient.SendInventoryItemCreateUpdate(item, 0); } else { MainConsole.Instance.Warn("[AttachmentModule]: Could not find inventory item for attachment to update!"); } } }
/// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <param name="itemID"></param> /// <param name="agentID"></param> protected UUID UpdateKnownItem(IClientAPI remoteClient, ISceneEntity grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { //MainConsole.Instance.WarnFormat("[Attachments]: Save request for {0} which is unchanged", grp.UUID); return(UUID.Zero); } // Saving attachments for NPCs messes them up for the real owner! var botMgr = m_scene.RequestModuleInterface <IBotManager> (); if (botMgr != null) { if (botMgr.IsNpcAgent(agentID)) { return(UUID.Zero); } } //let things like state saves and another async things be performed before we serialize the object grp.BackupPreparation(); MainConsole.Instance.InfoFormat( "[Attachments]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneEntitySerializer.SceneObjectSerializer.ToOriginalXmlFormat(grp); AssetBase asset = new AssetBase(UUID.Random(), grp.Name, AssetType.Object, remoteClient.AgentId) { Description = grp.RootChild.Description, Data = Utils.StringToBytes(sceneObjectXml) }; asset.ID = m_scene.AssetService.Store(asset); m_scene.InventoryService.UpdateAssetIDForItem(itemID, asset.ID); // this gets called when the agent logs off! //remoteClient.SendInventoryItemCreateUpdate(item, 0); return(asset.ID); } return(UUID.Zero); }
/// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <param name="itemID"></param> /// <param name="agentID"></param> protected void UpdateKnownItem (IClientAPI remoteClient, ISceneEntity grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { //m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID); return; } //let things like state saves and another async things be performed before we serialize the object grp.BackupPreparation(); m_log.InfoFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat((SceneObjectGroup)grp); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); if (item != null) { AssetBase asset = new AssetBase(UUID.Random(), grp.Name, AssetType.Object, remoteClient.AgentId); asset.Description = grp.RootChild.Description; asset.Data = Utils.StringToBytes(sceneObjectXml); asset.ID = m_scene.AssetService.Store(asset); if (item.Folder == UUID.Zero) { InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType (remoteClient.AgentId, InventoryType.Unknown, AssetType.Object); if (folder == null) return;//Probably a non user (bot) item.Folder = folder.ID; } item.AssetID = asset.ID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! if (remoteClient != null) remoteClient.SendInventoryItemCreateUpdate(item, 0); } else { m_log.Warn("[AttachmentModule]: Could not find inventory item for attachment to update!"); } } }
/// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <param name="itemID"></param> /// <param name="agentID"></param> protected UUID UpdateKnownItem(IClientAPI remoteClient, ISceneEntity grp, UUID itemID, UUID agentID) { if (grp != null) { if (!grp.HasGroupChanged) { //MainConsole.Instance.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID); return UUID.Zero; } //let things like state saves and another async things be performed before we serialize the object grp.BackupPreparation(); MainConsole.Instance.InfoFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneEntitySerializer.SceneObjectSerializer.ToOriginalXmlFormat(grp); AssetBase asset = new AssetBase(UUID.Random(), grp.Name, AssetType.Object, remoteClient.AgentId) { Description = grp.RootChild.Description, Data = Utils.StringToBytes(sceneObjectXml) }; asset.ID = m_scene.AssetService.Store(asset); m_scene.InventoryService.UpdateAssetIDForItem(itemID, asset.ID); // this gets called when the agent logs off! //remoteClient.SendInventoryItemCreateUpdate(item, 0); return asset.ID; } return UUID.Zero; }