本文整理汇总了C#中DeRezAction类的典型用法代码示例。如果您正苦于以下问题:C# DeRezAction类的具体用法?C# DeRezAction怎么用?C# DeRezAction使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
DeRezAction类属于命名空间,在下文中一共展示了DeRezAction类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: DeleteToInventory
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(DeRezAction action, UUID folderID,
SceneObjectGroup objectGroup, IClientAPI remoteClient,
bool permissionToDelete)
{
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroup = objectGroup;
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
// has gone to inventory, it will reappear in the region again on restart instead of being lost.
// This is not ideal since the object will still be available for manipulation when it should be, but it's
// better than losing the object for now.
if (permissionToDelete)
objectGroup.DeleteGroup(false);
}
示例2: DeleteToInventory
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(DeRezAction action, UUID folderID,
IEnumerable<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
bool permissionToDelete)
{
if (Enabled)
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroups = new List<SceneObjectGroup>(objectGroups);
if (dtis.objectGroups.Count == 0)
{
//something is wrong, caller sent us an empty set
throw new ArgumentException("DeleteToInventory() Can not work with an empty set", "objectGroups");
}
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
if (Enabled)
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
// has gone to inventory, it will reappear in the region again on restart instead of being lost.
// This is not ideal since the object will still be available for manipulation when it should be, but it's
// better than losing the object for now.
if (permissionToDelete)
{
foreach (SceneObjectGroup group in objectGroups)
{
group.DeleteGroup(false);
}
}
}
示例3: DeleteToInventory
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient,
bool permissionToDelete)
{
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Stop();
lock (m_inventoryDeletes)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroups = objectGroups;
dtis.remoteClient = remoteClient;
dtis.permissionToDelete = permissionToDelete;
m_inventoryDeletes.Enqueue(dtis);
}
if (Enabled)
lock (m_inventoryTicker)
m_inventoryTicker.Start();
// Visually remove it, even if it isnt really gone yet. This means that if we crash before the object
// has gone to inventory, it will reappear in the region again on restart instead of being lost.
// This is not ideal since the object will still be available for manipulation when it should be, but it's
// better than losing the object for now.
if (permissionToDelete)
{
List<uint> killIDs = new List<uint>();
foreach (SceneObjectGroup g in objectGroups)
{ killIDs.Add(g.LocalId);
g.DeleteGroupFromScene(true);
}
m_scene.SendKillObject(killIDs);
}
}
示例4: DeleteToInventory
/// <summary>
/// Delete the given object from the scene
/// </summary>
public void DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, UUID AgentId,
bool permissionToDelete, bool permissionToTake)
{
DeleteToInventoryHolder dtis = new DeleteToInventoryHolder();
dtis.action = action;
dtis.folderID = folderID;
dtis.objectGroups = objectGroups;
dtis.agentId = AgentId;
dtis.permissionToDelete = permissionToDelete;
dtis.permissionToTake = permissionToTake;
//Do this before the locking so that the objects 'appear' gone and the client doesn't think things have gone wrong
if (permissionToDelete)
{
m_scene.DeleteGroups(objectGroups);
}
lock (m_sendToInventoryQueue)
{
m_sendToInventoryQueue.Enqueue(dtis);
}
lock (m_removeFromSimQueue)
{
m_removeFromSimQueue.Enqueue(dtis);
}
if (!DeleteLoopInUse)
{
DeleteLoopInUse = true;
//m_log.Debug("[SCENE]: Starting delete loop");
Util.FireAndForget(DoDeleteObject, new Object[] { 0 });
}
if (!SendToInventoryLoopInUse)
{
SendToInventoryLoopInUse = true;
//m_log.Debug("[SCENE]: Starting send to inventory loop");
Util.FireAndForget(DoSendToInventory, new Object[] { 0 });
}
}
示例5: DeleteToInventory
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroup"></param>
/// <param name="remoteClient"> </param>
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
IEnumerable<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
StringBuilder objectNames = new StringBuilder();
foreach (var obj in objectGroups)
{
objectNames.Append(obj.Name);
objectNames.Append(", ");
}
string agentText = "(unknown/internal)";
if (remoteClient != null)
agentText = remoteClient.AgentId.ToString();
m_log.InfoFormat("[AGENT INVENTORY] About to DeRezAction.{0} for client {1}. Groups: {2}", action, agentText, objectNames.ToString());
//now lets deal with the individual cases..
switch (action)
{
case DeRezAction.Delete:
this.PerformInventoryDelete(folderID, objectGroups, remoteClient);
break;
case DeRezAction.Return:
this.PerformInventoryReturn(folderID, objectGroups, remoteClient);
break;
case DeRezAction.GodTakeCopy:
this.PerformGodTakeCopy(folderID, objectGroups, remoteClient);
break;
case DeRezAction.SaveToExistingUserInventoryItem:
this.PerformSaveToExistingUserInventoryItem(folderID, objectGroups, remoteClient);
break;
case DeRezAction.Take:
this.PerformTake(folderID, objectGroups, remoteClient, true);
break;
case DeRezAction.TakeCopy:
this.PerformTake(folderID, objectGroups, remoteClient, false);
break;
}
return UUID.Zero;
}
示例6: DeRezObject
public virtual void DeRezObject(IClientAPI remoteClient, uint localId,
UUID groupId, DeRezAction action, UUID destinationID)
{
List<uint> partInfo = new List<uint>();
partInfo.Add(localId);
this.DeRezObjects(remoteClient, partInfo, groupId, action, destinationID);
}
示例7: DeRezObjects
/// <summary>
/// Called when an object is removed from the environment into inventory.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
/// <param name="groupID"></param>
/// <param name="action"></param>
/// <param name="destinationID"></param>
public virtual void DeRezObjects(IClientAPI remoteClient, ICollection<uint> objectParts,
UUID groupId, DeRezAction action, UUID destinationID)
{
//get the intended behavior of this action
DeRezActionResult intendedResult = this.GetIntendedResult(action);
//List for collecting found prims
List<SceneObjectGroup> groupsToDerez = new List<SceneObjectGroup>();
bool abort = false;
bool reportErrorForNoGroupsReturned = true;
using (SceneTransaction transaction = SceneGraph.BeginPrimTransaction(objectParts))
{
try
{
//check to make sure each part can meet the intended result
//skip with null client
if (remoteClient != null)
{
foreach (uint partInfo in objectParts)
{
SceneObjectGroup grp = this.FindGroupAppropriateForDeRez(partInfo);
if (grp == null) return; //couldn't find groups
if (grp.IsAttachment) continue; //none of this should be done on attachments
if (this.FindDeRezPermissions(remoteClient, grp, action) != this.GetIntendedResult(action))
{
//missing permissions for one or more of the objects
remoteClient.SendAlertMessage("Insuffient permissions on '" + grp.Name + "'.");
return;
}
else
{
if (!this.AddToListIfDerezOk(intendedResult, grp, groupsToDerez))
{
//could not derez
abort = true;
remoteClient.SendBlueBoxMessage(UUID.Zero, String.Empty, "Could not take/remove '" + grp.Name + "', operation aborted.");
return;
}
}
}
}
else
{
//delete called from parcel return
foreach (uint partInfo in objectParts)
{
SceneObjectGroup grp = this.FindGroupAppropriateForDeRez(partInfo);
if (grp == null) return; //couldn't find groups
if (grp.IsAttachment) continue; //none of this should be done on attachments
//protect against a return on the same object happing multiple times
if (!this.AddToListIfDerezOk(intendedResult, grp, groupsToDerez))
{
//could not derez
reportErrorForNoGroupsReturned = false;
continue;
}
}
}
if (groupsToDerez.Count == 0)
{
//there must've been a problem locating the group(s), inform the user
if (reportErrorForNoGroupsReturned)
{
m_log.ErrorFormat("[Scene.Inventory] No groups found to derez after scene search, Action: {0}", action);
}
/*
if (remoteClient != null)
{
remoteClient.SendBlueBoxMessage(UUID.Zero, String.Empty, "Could not find objects to derez");
}
*/
return;
}
//if we got here, we can start completing the requested action
ForceBulkSceneObjectBackup(groupsToDerez);
if (intendedResult == DeRezActionResult.Both || intendedResult == DeRezActionResult.Take)
{
m_asyncSceneObjectDeleter.DeleteToInventory(
action, destinationID, groupsToDerez, remoteClient,
intendedResult == DeRezActionResult.Both //also delete?
);
}
else if (intendedResult == DeRezActionResult.Delete)
{
//.........这里部分代码省略.........
示例8: DeRezObjects
/// <summary>
/// Derez one or more objects from the scene.
/// </summary>
/// <remarks>
/// Won't actually remove the scene object in the case where the object is being copied to a user inventory.
/// </remarks>
/// <param name='remoteClient'>Client requesting derez</param>
/// <param name='localIDs'>Local ids of root parts of objects to delete.</param>
/// <param name='groupID'>Not currently used. Here because the client passes this to us.</param>
/// <param name='action'>DeRezAction</param>
/// <param name='destinationID'>User folder ID to place derezzed object</param>
public virtual void DeRezObjects(
IClientAPI remoteClient, List<uint> localIDs, UUID groupID, DeRezAction action, UUID destinationID)
{
// First, see of we can perform the requested action and
// build a list of eligible objects
List<uint> deleteIDs = new List<uint>();
List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
bool permissionToTake = true;
bool permissionToTakeCopy = true;
bool permissionToDelete = true;
foreach (uint localID in localIDs)
{
// Invalid id
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
// Already deleted by someone else
if (part.ParentGroup.IsDeleted)
continue;
// Can't delete child prims
if (part != part.ParentGroup.RootPart)
continue;
SceneObjectGroup grp = part.ParentGroup;
deleteIDs.Add(localID);
deleteGroups.Add(grp);
// If child prims have invalid perms, fix them
grp.AdjustChildPrimPermissions(false);
if (remoteClient == null)
{
// Autoreturn has a null client. Nothing else does. So
// allow only returns
if (action != DeRezAction.Return)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
action, grp.Name, grp.UUID);
return;
}
permissionToTakeCopy = false;
}
else
{
if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
permissionToTakeCopy = false;
if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
permissionToTake = false;
if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
permissionToDelete = false;
}
}
// Handle god perms
if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
{
permissionToTake = true;
permissionToTakeCopy = true;
permissionToDelete = true;
}
// If we're re-saving, we don't even want to delete
if (action == DeRezAction.SaveToExistingUserInventoryItem)
permissionToDelete = false;
// if we want to take a copy, we also don't want to delete
// Note: after this point, the permissionToTakeCopy flag
// becomes irrelevant. It already includes the permissionToTake
// permission and after excluding no copy items here, we can
// just use that.
if (action == DeRezAction.TakeCopy)
{
// If we don't have permission, stop right here
if (!permissionToTakeCopy)
{
remoteClient.SendAlertMessage("You don't have permission to take the object");
return;
}
//.........这里部分代码省略.........
示例9: DeRezObject
/// <summary>
/// Called when an object is removed from the environment into inventory.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
/// <param name="groupID"></param>
/// <param name="action"></param>
/// <param name="destinationID"></param>
public virtual void DeRezObject(IClientAPI remoteClient, uint localID,
UUID groupID, DeRezAction action, UUID destinationID)
{
DeRezObjects(remoteClient, new List<uint>() { localID} , groupID, action, destinationID);
}
示例10: CreateItemForObject
/// <summary>
/// Create an item using details for the given scene object.
/// </summary>
/// <param name="action"></param>
/// <param name="remoteClient"></param>
/// <param name="so"></param>
/// <param name="folderID"></param>
/// <returns></returns>
protected InventoryItemBase CreateItemForObject(
DeRezAction action, IClientAPI remoteClient, SceneObjectGroup so, UUID folderID)
{
// Get the user info of the item destination
//
UUID userID = UUID.Zero;
if (action == DeRezAction.Take || action == DeRezAction.TakeCopy ||
action == DeRezAction.SaveToExistingUserInventoryItem)
{
// Take or take copy require a taker
// Saving changes requires a local user
//
if (remoteClient == null)
return null;
userID = remoteClient.AgentId;
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is {1} {2}",
// action, remoteClient.Name, userID);
}
else if (so.RootPart.OwnerID == so.RootPart.GroupID)
{
// Group owned objects go to the last owner before the object was transferred.
userID = so.RootPart.LastOwnerID;
}
else
{
// Other returns / deletes go to the object owner
//
userID = so.RootPart.OwnerID;
// m_log.DebugFormat(
// "[INVENTORY ACCESS MODULE]: Target of {0} in CreateItemForObject() is object owner {1}",
// action, userID);
}
if (userID == UUID.Zero) // Can't proceed
{
return null;
}
// If we're returning someone's item, it goes back to the
// owner's Lost And Found folder.
// Delete is treated like return in this case
// Deleting your own items makes them go to trash
//
InventoryFolderBase folder = null;
InventoryItemBase item = null;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item = new InventoryItemBase(so.RootPart.FromUserInventoryItemID, userID);
item = m_Scene.InventoryService.GetItem(item);
//item = userInfo.RootFolder.FindItem(
// objectGroup.RootPart.FromUserInventoryItemID);
if (null == item)
{
m_log.DebugFormat(
"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
so.Name, so.UUID);
return null;
}
}
else
{
// Folder magic
//
if (action == DeRezAction.Delete)
{
// Deleting someone else's item
//
if (remoteClient == null ||
so.OwnerID != remoteClient.AgentId)
{
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
}
else
{
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.TrashFolder);
}
}
else if (action == DeRezAction.Return)
{
// Dump to lost + found unconditionally
//
folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.LostAndFoundFolder);
//.........这里部分代码省略.........
示例11: DeleteToInventory
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroups"></param>
/// <param name="agentId"></param>
/// <param name="itemID"></param>
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<ISceneEntity> objectGroups, UUID agentId, out UUID itemID)
{
itemID = UUID.Zero;
if (objectGroups.Count == 0)
return UUID.Zero;
// Get the user info of the item destination
//
IScenePresence SP = m_scene.GetScenePresence(agentId);
UUID userID = UUID.Zero;
if (action == DeRezAction.Take || action == DeRezAction.AcquireToUserInventory ||
action == DeRezAction.SaveToExistingUserInventoryItem)
{
// Take or take copy require a taker
// Saving changes requires a local user
//
if (SP == null || SP.ControllingClient == null)
return UUID.Zero;
userID = agentId;
}
else
{
// All returns / deletes go to the object owner
//
userID = objectGroups[0].OwnerID;
}
if (userID == UUID.Zero) // Can't proceed
{
return UUID.Zero;
}
// If we're returning someone's item, it goes back to the
// owner's Lost And Found folder.
// Delete is treated like return in this case
// Deleting your own items makes them go to trash
//
InventoryFolderBase folder = null;
InventoryItemBase item = null;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
item = m_scene.InventoryService.GetItem(userID, objectGroups[0].RootChild.FromUserInventoryItemID);
//item = userInfo.RootFolder.FindItem(
// objectGroup.RootPart.FromUserInventoryItemID);
if (null == item)
{
MainConsole.Instance.DebugFormat(
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
objectGroups[0].Name, objectGroups[0].UUID);
return UUID.Zero;
}
}
else
{
// Folder magic
//
if (action == DeRezAction.Delete)
{
// Deleting someone else's item
//
if (SP == null || SP.ControllingClient == null ||
objectGroups[0].OwnerID != agentId)
{
folder = m_scene.InventoryService.GetFolderForType(userID, InventoryType.Unknown,
AssetType.LostAndFoundFolder);
}
else
{
folder = m_scene.InventoryService.GetFolderForType(userID, InventoryType.Unknown,
AssetType.TrashFolder);
}
}
else if (action == DeRezAction.Return)
{
// Dump to lost + found unconditionally
//
folder = m_scene.InventoryService.GetFolderForType(userID, InventoryType.Unknown,
AssetType.LostAndFoundFolder);
}
if (folderID == UUID.Zero && folder == null)
{
//.........这里部分代码省略.........
示例12: DeleteToInventory
/// <summary>
/// Delete a scene object from a scene and place in the given avatar's inventory.
/// Returns the UUID of the newly created asset.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objectGroup"></param>
/// <param name="remoteClient"> </param>
public virtual UUID DeleteToInventory(DeRezAction action, UUID folderID,
List<SceneObjectGroup> objectGroups, IClientAPI remoteClient)
{
// HACK: This is only working for lists containing a single item!
// It's just a hack to make this WIP compile and run. Nothing
// currently calls this with multiple items.
UUID ret = UUID.Zero;
Dictionary<UUID, List<SceneObjectGroup>> deletes =
new Dictionary<UUID, List<SceneObjectGroup>>();
foreach (SceneObjectGroup g in objectGroups)
{
if (!deletes.ContainsKey(g.OwnerID))
deletes[g.OwnerID] = new List<SceneObjectGroup>();
deletes[g.OwnerID].Add(g);
}
foreach (List<SceneObjectGroup> objlist in deletes.Values)
{
foreach (SceneObjectGroup g in objlist)
ret = DeleteToInventory(action, folderID, g, remoteClient);
}
return ret;
}
示例13: DeRezObject
/// <summary>
/// Called when one or more objects are removed from the environment into inventory.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="localID"></param>
/// <param name="groupID"></param>
/// <param name="action"></param>
/// <param name="destinationID"></param>
public virtual void DeRezObject(IClientAPI remoteClient, List<uint> localIDs,
UUID groupID, DeRezAction action, UUID destinationID)
{
foreach (uint localID in localIDs)
{
DeRezObject(remoteClient, localID, groupID, action, destinationID);
}
}
示例14: CopyBundleToInventory
/// <summary>
/// Copy a bundle of objects to inventory. If there is only one object, then this will create an object
/// item. If there are multiple objects then these will be saved as a single coalesced item.
/// </summary>
/// <param name="action"></param>
/// <param name="folderID"></param>
/// <param name="objlist"></param>
/// <param name="remoteClient"></param>
/// <returns></returns>
protected UUID CopyBundleToInventory(
DeRezAction action, UUID folderID, List<SceneObjectGroup> objlist, IClientAPI remoteClient)
{
UUID assetID = UUID.Zero;
CoalescedSceneObjects coa = new CoalescedSceneObjects(UUID.Zero);
Dictionary<UUID, Vector3> originalPositions = new Dictionary<UUID, Vector3>();
foreach (SceneObjectGroup objectGroup in objlist)
{
Vector3 inventoryStoredPosition = new Vector3
(((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.X)
,
(objectGroup.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
: objectGroup.AbsolutePosition.Y,
objectGroup.AbsolutePosition.Z);
originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
objectGroup.AbsolutePosition = inventoryStoredPosition;
// Make sure all bits but the ones we want are clear
// on take.
// This will be applied to the current perms, so
// it will do what we want.
objectGroup.RootPart.NextOwnerMask &=
((uint)PermissionMask.Copy |
(uint)PermissionMask.Transfer |
(uint)PermissionMask.Modify);
objectGroup.RootPart.NextOwnerMask |=
(uint)PermissionMask.Move;
coa.Add(objectGroup);
}
string itemXml;
if (objlist.Count > 1)
itemXml = CoalescedSceneObjectsSerializer.ToXml(coa);
else
itemXml = SceneObjectSerializer.ToOriginalXmlFormat(objlist[0]);
// Restore the position of each group now that it has been stored to inventory.
foreach (SceneObjectGroup objectGroup in objlist)
objectGroup.AbsolutePosition = originalPositions[objectGroup.UUID];
InventoryItemBase item = CreateItemForObject(action, remoteClient, objlist[0], folderID);
if (item == null)
return UUID.Zero;
// Can't know creator is the same, so null it in inventory
if (objlist.Count > 1)
{
item.CreatorId = UUID.Zero.ToString();
item.Flags = (uint)InventoryItemFlags.ObjectHasMultipleItems;
}
else
{
item.CreatorId = objlist[0].RootPart.CreatorID.ToString();
item.SaleType = objlist[0].RootPart.ObjectSaleType;
item.SalePrice = objlist[0].RootPart.SalePrice;
}
AssetBase asset = CreateAsset(
objlist[0].GetPartName(objlist[0].RootPart.LocalId),
objlist[0].GetPartDescription(objlist[0].RootPart.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(itemXml),
objlist[0].OwnerID.ToString());
m_Scene.AssetService.Store(asset);
item.AssetID = asset.FullID;
assetID = asset.FullID;
if (DeRezAction.SaveToExistingUserInventoryItem == action)
{
m_Scene.InventoryService.UpdateItem(item);
}
else
{
AddPermissions(item, objlist[0], objlist, remoteClient);
item.CreationDate = Util.UnixTimeSinceEpoch();
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
m_Scene.AddInventoryItem(item);
//.........这里部分代码省略.........
示例15: DeleteSceneObjectAsync
/// <summary>
/// Delete a scene object asynchronously
/// </summary>
/// <param name="scene"></param>
/// <param name="part"></param>
/// <param name="action"></param>
/// <param name="destinationId"></param>
/// <param name="client"></param>
public static void DeleteSceneObjectAsync(
TestScene scene, SceneObjectPart part, DeRezAction action, UUID destinationId, IClientAPI client)
{
// Turn off the timer on the async sog deleter - we'll crank it by hand within a unit test
AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
sogd.Enabled = false;
scene.DeRezObject(client, part.LocalId, UUID.Zero, action, destinationId);
sogd.InventoryDeQueueAndDelete();
}