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author | MW | 2007-05-27 18:52:42 +0000 |
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committer | MW | 2007-05-27 18:52:42 +0000 |
commit | c746a2f9f4f0b1e7eea564effdae63472f79ab22 (patch) | |
tree | 54d23af3d168958bfec995cf2987cf5af79ac149 /Common/OpenSim.Framework/AgentInventory.cs | |
parent | Goodbye World (diff) | |
download | opensim-SC-c746a2f9f4f0b1e7eea564effdae63472f79ab22.zip opensim-SC-c746a2f9f4f0b1e7eea564effdae63472f79ab22.tar.gz opensim-SC-c746a2f9f4f0b1e7eea564effdae63472f79ab22.tar.bz2 opensim-SC-c746a2f9f4f0b1e7eea564effdae63472f79ab22.tar.xz |
Should allow multiple worlds (and UDP servers) to be ran in one instance, just missing backend comms and working Avatar/primitives classes.
Diffstat (limited to 'Common/OpenSim.Framework/AgentInventory.cs')
-rw-r--r-- | Common/OpenSim.Framework/AgentInventory.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/Common/OpenSim.Framework/AgentInventory.cs b/Common/OpenSim.Framework/AgentInventory.cs index b28645e..6fdd6c5 100644 --- a/Common/OpenSim.Framework/AgentInventory.cs +++ b/Common/OpenSim.Framework/AgentInventory.cs | |||
@@ -79,7 +79,7 @@ namespace OpenSim.Framework.Inventory | |||
79 | { | 79 | { |
80 | if (!this.InventoryFolders.ContainsKey(folderID)) | 80 | if (!this.InventoryFolders.ContainsKey(folderID)) |
81 | { | 81 | { |
82 | Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); | 82 | System.Console.WriteLine("creating new folder called " + folderName + " in agents inventory"); |
83 | InventoryFolder Folder = new InventoryFolder(); | 83 | InventoryFolder Folder = new InventoryFolder(); |
84 | Folder.FolderID = folderID; | 84 | Folder.FolderID = folderID; |
85 | Folder.OwnerID = this.AgentID; | 85 | Folder.OwnerID = this.AgentID; |
@@ -120,7 +120,7 @@ namespace OpenSim.Framework.Inventory | |||
120 | { | 120 | { |
121 | InventoryItem Item = this.InventoryItems[itemID]; | 121 | InventoryItem Item = this.InventoryItems[itemID]; |
122 | Item.AssetID = asset.FullID; | 122 | Item.AssetID = asset.FullID; |
123 | Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); | 123 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); |
124 | //TODO need to update the rest of the info | 124 | //TODO need to update the rest of the info |
125 | } | 125 | } |
126 | return true; | 126 | return true; |
@@ -128,13 +128,13 @@ namespace OpenSim.Framework.Inventory | |||
128 | 128 | ||
129 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) | 129 | public bool UpdateItemDetails(LLUUID itemID, UpdateInventoryItemPacket.InventoryDataBlock packet) |
130 | { | 130 | { |
131 | Console.WriteLine("updating inventory item details"); | 131 | System.Console.WriteLine("updating inventory item details"); |
132 | if (this.InventoryItems.ContainsKey(itemID)) | 132 | if (this.InventoryItems.ContainsKey(itemID)) |
133 | { | 133 | { |
134 | Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); | 134 | System.Console.WriteLine("changing name to "+ Util.FieldToString(packet.Name)); |
135 | InventoryItem Item = this.InventoryItems[itemID]; | 135 | InventoryItem Item = this.InventoryItems[itemID]; |
136 | Item.Name = Util.FieldToString(packet.Name); | 136 | Item.Name = Util.FieldToString(packet.Name); |
137 | Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); | 137 | System.Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated()); |
138 | //TODO need to update the rest of the info | 138 | //TODO need to update the rest of the info |
139 | } | 139 | } |
140 | return true; | 140 | return true; |