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authorMW2007-08-16 16:31:32 +0000
committerMW2007-08-16 16:31:32 +0000
commit531f64a53bbd084dd8d0b33ae6c49821c74d718a (patch)
tree6e515f4d52a974b72a229f1fbc39253a7ba2a8a0 /OpenSim/Framework/Communications/Cache
parentI will get it right, honestly! (diff)
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Taking Prims (SceneObjectGroups) in and out of inventory should now work and if left in inventory will still be there after restarts. (as with the rest of inventory it will only fully work in standalone mode with account authentication turned on).
Diffstat (limited to 'OpenSim/Framework/Communications/Cache')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs69
-rw-r--r--OpenSim/Framework/Communications/Cache/CachedUserInfo.cs16
-rw-r--r--OpenSim/Framework/Communications/Cache/InventoryFolder.cs20
3 files changed, 78 insertions, 27 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 3866e21..c08bef2 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -137,6 +137,16 @@ namespace OpenSim.Framework.Communications.Caches
137 return asset; 137 return asset;
138 } 138 }
139 139
140 public AssetBase GetAsset(LLUUID assetID, bool isTexture)
141 {
142 AssetBase asset = GetAsset(assetID);
143 if (asset == null)
144 {
145 this._assetServer.RequestAsset(assetID, isTexture);
146 }
147 return asset;
148 }
149
140 public void AddAsset(AssetBase asset) 150 public void AddAsset(AssetBase asset)
141 { 151 {
142 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated()); 152 // Console.WriteLine("adding asset " + asset.FullID.ToStringHyphenated());
@@ -241,44 +251,51 @@ namespace OpenSim.Framework.Communications.Caches
241 if (IsTexture) 251 if (IsTexture)
242 { 252 {
243 // Console.WriteLine("asset recieved from asset server"); 253 // Console.WriteLine("asset recieved from asset server");
254
244 TextureImage image = new TextureImage(asset); 255 TextureImage image = new TextureImage(asset);
245 this.Textures.Add(image.FullID, image); 256 if (!this.Textures.ContainsKey(image.FullID))
246 if (this.RequestedTextures.ContainsKey(image.FullID))
247 { 257 {
248 AssetRequest req = this.RequestedTextures[image.FullID]; 258 this.Textures.Add(image.FullID, image);
249 req.ImageInfo = image; 259 if (this.RequestedTextures.ContainsKey(image.FullID))
250 if (image.Data.LongLength > 600)
251 {
252 //over 600 bytes so split up file
253 req.NumPackets = 1 + (int)(image.Data.Length - 600 ) / 1000;
254 }
255 else
256 { 260 {
257 req.NumPackets = 1; 261 AssetRequest req = this.RequestedTextures[image.FullID];
262 req.ImageInfo = image;
263 if (image.Data.LongLength > 600)
264 {
265 //over 600 bytes so split up file
266 req.NumPackets = 1 + (int)(image.Data.Length - 600) / 1000;
267 }
268 else
269 {
270 req.NumPackets = 1;
271 }
272 this.RequestedTextures.Remove(image.FullID);
273 this.TextureRequests.Add(req);
258 } 274 }
259 this.RequestedTextures.Remove(image.FullID);
260 this.TextureRequests.Add(req);
261 } 275 }
262 } 276 }
263 else 277 else
264 { 278 {
265 AssetInfo assetInf = new AssetInfo(asset); 279 AssetInfo assetInf = new AssetInfo(asset);
266 this.Assets.Add(assetInf.FullID, assetInf); 280 if (!this.Assets.ContainsKey(assetInf.FullID))
267 if (this.RequestedAssets.ContainsKey(assetInf.FullID))
268 { 281 {
269 AssetRequest req = this.RequestedAssets[assetInf.FullID]; 282 this.Assets.Add(assetInf.FullID, assetInf);
270 req.AssetInf = assetInf; 283 if (this.RequestedAssets.ContainsKey(assetInf.FullID))
271 if (assetInf.Data.LongLength > 600)
272 {
273 //over 600 bytes so split up file
274 req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
275 }
276 else
277 { 284 {
278 req.NumPackets = 1; 285 AssetRequest req = this.RequestedAssets[assetInf.FullID];
286 req.AssetInf = assetInf;
287 if (assetInf.Data.LongLength > 600)
288 {
289 //over 600 bytes so split up file
290 req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
291 }
292 else
293 {
294 req.NumPackets = 1;
295 }
296 this.RequestedAssets.Remove(assetInf.FullID);
297 this.AssetRequests.Add(req);
279 } 298 }
280 this.RequestedAssets.Remove(assetInf.FullID);
281 this.AssetRequests.Add(req);
282 } 299 }
283 } 300 }
284 } 301 }
diff --git a/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs b/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
index 9970d80..ddb5658 100644
--- a/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
+++ b/OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
@@ -105,13 +105,27 @@ namespace OpenSim.Framework.Communications.Caches
105 } 105 }
106 } 106 }
107 107
108 public void updateItem(LLUUID userID, InventoryItemBase itemInfo) 108 public void UpdateItem(LLUUID userID, InventoryItemBase itemInfo)
109 { 109 {
110 if ((userID == this.UserProfile.UUID) && (this.RootFolder != null)) 110 if ((userID == this.UserProfile.UUID) && (this.RootFolder != null))
111 { 111 {
112 this.m_parentCommsManager.InventoryServer.AddNewInventoryItem(userID, itemInfo); 112 this.m_parentCommsManager.InventoryServer.AddNewInventoryItem(userID, itemInfo);
113 } 113 }
114 } 114 }
115
116 public bool DeleteItem(LLUUID userID, InventoryItemBase item)
117 {
118 bool result = false;
119 if ((userID == this.UserProfile.UUID) && (this.RootFolder != null))
120 {
121 result = RootFolder.DeleteItem(item.inventoryID);
122 if (result)
123 {
124 this.m_parentCommsManager.InventoryServer.DeleteInventoryItem(userID, item);
125 }
126 }
127 return result;
128 }
115 } 129 }
116 130
117 131
diff --git a/OpenSim/Framework/Communications/Cache/InventoryFolder.cs b/OpenSim/Framework/Communications/Cache/InventoryFolder.cs
index 6b0e2b4..34f83db 100644
--- a/OpenSim/Framework/Communications/Cache/InventoryFolder.cs
+++ b/OpenSim/Framework/Communications/Cache/InventoryFolder.cs
@@ -90,6 +90,26 @@ namespace OpenSim.Framework.Communications.Caches
90 return base2; 90 return base2;
91 } 91 }
92 92
93 public bool DeleteItem(LLUUID itemID)
94 {
95 bool found = false;
96 if (this.Items.ContainsKey(itemID))
97 {
98 Items.Remove(itemID);
99 return true;
100 }
101 foreach (InventoryFolder folder in this.SubFolders.Values)
102 {
103 found = folder.DeleteItem(itemID);
104 if (found == true)
105 {
106 break;
107 }
108 }
109 return found;
110 }
111
112
93 public InventoryFolder HasSubFolder(LLUUID folderID) 113 public InventoryFolder HasSubFolder(LLUUID folderID)
94 { 114 {
95 InventoryFolder returnFolder = null; 115 InventoryFolder returnFolder = null;