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1) The return messages were being wrongly populated with the names of asset, inventory and sale types when their corresponding integers should have been used instead.
2) Folders with links were including the linked items in the descendents figure, when only the links should be included.
3) Links and linked items in link folders were not being included in the return data, and not in the correct order.
Now that these issues have been addressed, outfits and attachments appear to work consistently when HTTP inventory is enabled (as is now the default).
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Outfit folders are a type of system folder whose details are allowed to change.
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saved if there are no previous outfits
This was because AddFolder() was disallowing these though they are legal.
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DeleteFolders/PurgeFolders overloads as previously discussed with Oren - I think this makes more sense on balance
These overloads are not publicly available on core connectors or IInventoryService.
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The functions DeleteFolders() and PurgeFolder() still work as before, i.e. they only allow deleting folders that are in the Trash. However, the functions DeleteFoldersEx() and PurgeFolderEx() can now be used to delete any folder.
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numbers impossible
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(XInventory and Assets).
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When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
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scripts non-modifiable (but still copyable, etc).
Users should not be given the impression that they can modify these items.
This still does not solve the issue where library items cannot be dragged into prims or user inventory any time after they are initially seen.
Curiously, manually copying and pasting still appears to work.
On the surface, this seems to have something to do with library item caching on the client, since deleting the cache allows drag to work again once
Not sure what the exact problem is.
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they use the defaults instead.
Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
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item xml files - always use PermissionMask.All instead (which was the existing default)."
There actually are uses for this. I will correct the perms instead since some entries appear to be wrong.
This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
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files - always use PermissionMask.All instead (which was the existing default).
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
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the same user. Extend TestGiveInventoryItem() to test giving back the same item.
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If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
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Revert "Allow item links to be deleted even when other deletes and purges are disabled."
This reverts commit 491279f99afc65860d44765ee7829c7dd5e4e38e.
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If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
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capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
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themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being.
New migration in inventory table in order to make CreatorID varchar(255).
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and prevent resetting the version number
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goes to the correct directory
Also removes some mono compiler warnings
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This was a regression - the code to look up the correct type folder was no longer being called if items were added without a parent folder set
This may have been broken since commit bd49985a on 2010-05-02
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should make emptying the trash work properly.
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Please validate !!!
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the iar module from being able to save single item iars
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xinventory is the folder "My Inventory". Also changed the Suitcase folder name to "My Suitcase".
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GetFolder(InventoryFolderBase folder)"
This reverts commit 3525195bc9b5fdfd9799411edd452981ef1f4ebd.
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GetFolder(InventoryFolderBase folder)
This involves no wire changes since the methods often just construct an InventoryFolderBase under the hood.
This is in line with other methods that alraedy allow requests via uuid
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mind. Unfinished.
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testing.
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