aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2012-01-28 00:39:53 +0000
committerJustin Clark-Casey (justincc)2012-01-28 00:39:53 +0000
commitdeeb7287a204af34caa24e7b221222de2fb3583b (patch)
treeafc71a7512f074e0db2aff7c467b3c6b75f08309 /OpenSim/Region/Framework
parentAdd OS_NPC_SENSE_AS_AGENT option to osNpcCreate(). (diff)
downloadopensim-SC-deeb7287a204af34caa24e7b221222de2fb3583b.zip
opensim-SC-deeb7287a204af34caa24e7b221222de2fb3583b.tar.gz
opensim-SC-deeb7287a204af34caa24e7b221222de2fb3583b.tar.bz2
opensim-SC-deeb7287a204af34caa24e7b221222de2fb3583b.tar.xz
Comment out xfer section in Scene.UpdateTaskInventory() which was causing spurious errors and "script saved" messages when script properties were changed.
Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes. It's unknown whether the commented out code was working for very old viewers or not. Code is commented out to reduce complexity and so that useful error messages don't need to be removed. If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs33
1 files changed, 20 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index f344dcc..dd3208a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1472,20 +1472,27 @@ namespace OpenSim.Region.Framework.Scenes
1472// m_log.DebugFormat( 1472// m_log.DebugFormat(
1473// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()", 1473// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
1474// currentItem.Name, part.Name); 1474// currentItem.Name, part.Name);
1475
1476 IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
1477 if (agentTransactions != null)
1478 {
1479 agentTransactions.HandleTaskItemUpdateFromTransaction(
1480 remoteClient, part, transactionID, currentItem);
1481 1475
1482 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1476 // Viewers from at least Linden Lab 1.23 onwards use a capability to update script contents rather
1483 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1477 // than UDP. With viewers from at least 1.23 onwards, changing properties on scripts (e.g. renaming) causes
1484 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1478 // this to spew spurious errors and "thing saved" messages.
1485 remoteClient.SendAgentAlertMessage("Script saved", false); 1479 // Rather than retaining complexity in the code and removing useful error messages, I'm going to
1486 else 1480 // comment this section out. If this was still working for very old viewers and there is
1487 remoteClient.SendAgentAlertMessage("Item saved", false); 1481 // a large population using them which cannot upgrade to 1.23 or derivatives then we can revisit
1488 } 1482 // this - justincc
1483// IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
1484// if (agentTransactions != null)
1485// {
1486// agentTransactions.HandleTaskItemUpdateFromTransaction(
1487// remoteClient, part, transactionID, currentItem);
1488//
1489// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1490// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1491// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1492// remoteClient.SendAgentAlertMessage("Script saved", false);
1493// else
1494// remoteClient.SendAgentAlertMessage("Item saved", false);
1495// }
1489 1496
1490 // Base ALWAYS has move 1497 // Base ALWAYS has move
1491 currentItem.BasePermissions |= (uint)PermissionMask.Move; 1498 currentItem.BasePermissions |= (uint)PermissionMask.Move;