aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
blob: 931093a599a5ca0d22c85b4d2e65734258777222 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications;
using OpenSim.Services.Interfaces;

namespace OpenSim.Region.Framework.Scenes
{
    public partial class Scene
    {
        /// <summary>
        /// Send chat to listeners.
        /// </summary>
        /// <param name='message'></param>
        /// <param name='type'>/param>
        /// <param name='channel'></param>
        /// <param name='fromPos'></param>
        /// <param name='fromName'></param>
        /// <param name='fromID'></param>
        /// <param name='targetID'></param>
        /// <param name='fromAgent'></param>
        /// <param name='broadcast'></param>
        public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
                               UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
        {
            OSChatMessage args = new OSChatMessage();

            args.Message = Utils.BytesToString(message);
            args.Channel = channel;
            args.Type = type;
            args.Position = fromPos;
            args.SenderUUID = fromID;
            args.Scene = this;
            args.Destination = targetID;

            if (fromAgent)
            {
                ScenePresence user = GetScenePresence(fromID);
                if (user != null)
                    args.Sender = user.ControllingClient;
            }
            else
            {
                SceneObjectPart obj = GetSceneObjectPart(fromID);
                args.SenderObject = obj;
            }

            args.From = fromName;
            //args.

//            m_log.DebugFormat(
//                "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
//                args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);

            if (broadcast)
                EventManager.TriggerOnChatBroadcast(this, args);
            else
                EventManager.TriggerOnChatFromWorld(this, args);
        }
        
        protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
                               UUID fromID, bool fromAgent, bool broadcast)
        {
            SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="message"></param>
        /// <param name="type"></param>
        /// <param name="fromPos"></param>
        /// <param name="fromName"></param>
        /// <param name="fromAgentID"></param>
        public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
                            UUID fromID, bool fromAgent)
        {
            SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false);
        }

        public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
        {
            SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent);
        }

        public void SimChat(string message, string fromName)
        {
            SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false);
        }

        /// <summary>
        ///
        /// </summary>
        /// <param name="message"></param>
        /// <param name="type"></param>
        /// <param name="fromPos"></param>
        /// <param name="fromName"></param>
        /// <param name="fromAgentID"></param>
        public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
                                     UUID fromID, bool fromAgent)
        {
            SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
        }

        /// <summary>
        /// Invoked when the client requests a prim.
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="remoteClient"></param>
        public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
        {
            SceneObjectGroup sog = GetGroupByPrim(primLocalID);

            if (sog != null)
                sog.SendFullUpdateToClient(remoteClient);
        }

        /// <summary>
        /// Invoked when the client selects a prim.
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="remoteClient"></param>
        public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
        {
            /*
                        SceneObjectPart part = GetSceneObjectPart(primLocalID);

                        if (null == part)
                            return;

                        if (part.IsRoot)
                        {
                            SceneObjectGroup sog = part.ParentGroup;
                            sog.SendPropertiesToClient(remoteClient);

                            // A prim is only tainted if it's allowed to be edited by the person clicking it.
                            if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
                                || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
                            {
                                sog.IsSelected = true;
                                EventManager.TriggerParcelPrimCountTainted();
                            }
                        }
                        else
                        {
                             part.SendPropertiesToClient(remoteClient);
                        }
             */
            SceneObjectPart part = GetSceneObjectPart(primLocalID);

            if (null == part)
                return;

            SceneObjectGroup sog = part.ParentGroup;
            if (sog == null)
                return;

            part.SendPropertiesToClient(remoteClient);

            // A prim is only tainted if it's allowed to be edited by the person clicking it.
            if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
                || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
            {
                part.IsSelected = true;
                EventManager.TriggerParcelPrimCountTainted();
            }
        }

        /// <summary>
        /// Handle the update of an object's user group.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="groupID"></param>
        /// <param name="objectLocalID"></param>
        /// <param name="Garbage"></param>
        private void HandleObjectGroupUpdate(
            IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage)
        {
            if (m_groupsModule == null)
                return;

            // XXX: Might be better to get rid of this special casing and have GetMembershipData return something
            // reasonable for a UUID.Zero group.
            if (groupID != UUID.Zero)
            {
                GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
    
                if (gmd == null)
                {
//                    m_log.WarnFormat(
//                        "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
//                        remoteClient.Name, GroupID, objectLocalID);
    
                    return;
                }
            }

            SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID);
            if (so != null)
            {
                if (so.OwnerID == remoteClient.AgentId)
                {
                    so.SetGroup(groupID, remoteClient);
                }
            }
        }

        /// <summary>
        /// Handle the deselection of a prim from the client.
        /// </summary>
        /// <param name="primLocalID"></param>
        /// <param name="remoteClient"></param>
        public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
        {
            SceneObjectPart part = GetSceneObjectPart(primLocalID);
            if (part == null)
                return;
 /*           
            // A deselect packet contains all the local prims being deselected.  However, since selection is still
            // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
            // we end up sending many duplicate ObjectUpdates
            if (part.ParentGroup.RootPart.LocalId != part.LocalId)
                return;

            // This is wrong, wrong, wrong. Selection should not be
            // handled by group, but by prim. Legacy cruft.
            // TODO: Make selection flagging per prim!
            //
            if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
                || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
                part.ParentGroup.IsSelected = false;
            
            part.ParentGroup.ScheduleGroupForFullUpdate();

            // If it's not an attachment, and we are allowed to move it,
            // then we might have done so. If we moved across a parcel
            // boundary, we will need to recount prims on the parcels.
            // For attachments, that makes no sense.
            //
            if (!part.ParentGroup.IsAttachment)
            {
                if (Permissions.CanEditObject(
                        part.UUID, remoteClient.AgentId) 
                        || Permissions.CanMoveObject(
                        part.UUID, remoteClient.AgentId))
                    EventManager.TriggerParcelPrimCountTainted();
            }
  */

            bool oldgprSelect = part.ParentGroup.IsSelected;

            // This is wrong, wrong, wrong. Selection should not be
            // handled by group, but by prim. Legacy cruft.
            // TODO: Make selection flagging per prim!
            //
            if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
                || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
            {
                part.IsSelected = false;
                if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
                    EventManager.TriggerParcelPrimCountTainted();
            }

            // restore targetOmega
            if (part.AngularVelocity != Vector3.Zero)
                part.ScheduleTerseUpdate();     

        }

        public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 
                                                        int transactiontype, string description)
        {
            EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount, 
                                                                                     transactiontype, description);

            EventManager.TriggerMoneyTransfer(this, args);
        }

        public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
                bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
        {
            EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned, 
                                                                         removeContribution, parcelLocalID, parcelArea, 
                                                                         parcelPrice, authenticated);

            // First, allow all validators a stab at it
            m_eventManager.TriggerValidateLandBuy(this, args);

            // Then, check validation and transfer
            m_eventManager.TriggerLandBuy(this, args);
        }

        public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            
            if (part == null)
                return;

            SceneObjectGroup obj = part.ParentGroup;

            SurfaceTouchEventArgs surfaceArg = null;
            if (surfaceArgs != null && surfaceArgs.Count > 0)
                surfaceArg = surfaceArgs[0];

            // Currently only grab/touch for the single prim
            // the client handles rez correctly
            obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
    
            // If the touched prim handles touches, deliver it
            // If not, deliver to root prim
            if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
                EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);

            // Deliver to the root prim if the touched prim doesn't handle touches
            // or if we're meant to pass on touches anyway. Don't send to root prim
            // if prim touched is the root prim as we just did it
            if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
                (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) 
            {
                EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
            }
        }

        public virtual void ProcessObjectGrabUpdate(
            UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
        {
            SceneObjectPart part = GetSceneObjectPart(objectID);
            if (part == null)
                return;

            SceneObjectGroup obj = part.ParentGroup;

            SurfaceTouchEventArgs surfaceArg = null;
            if (surfaceArgs != null && surfaceArgs.Count > 0)
                surfaceArg = surfaceArgs[0];

            // If the touched prim handles touches, deliver it
            // If not, deliver to root prim
            if ((part.ScriptEvents & scriptEvents.touch) != 0)
                EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
            // Deliver to the root prim if the touched prim doesn't handle touches
            // or if we're meant to pass on touches anyway. Don't send to root prim
            // if prim touched is the root prim as we just did it
            if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
                (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
            {
                EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
            }
        }

        public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
        {
            SceneObjectPart part = GetSceneObjectPart(localID);
            if (part == null)
                return;

            SceneObjectGroup obj = part.ParentGroup;

            SurfaceTouchEventArgs surfaceArg = null;
            if (surfaceArgs != null && surfaceArgs.Count > 0)
                surfaceArg = surfaceArgs[0];

            // If the touched prim handles touches, deliver it
            // If not, deliver to root prim
            if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
                EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
            else
                EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
        }

        public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
                UUID itemID)
        {
            SceneObjectPart part=GetSceneObjectPart(objectID);
            if (part == null)
                return;

            if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId))
            {
                EventManager.TriggerScriptReset(part.LocalId, itemID);
            }
        }

        void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
        {
            // TODO: don't create new blocks if recycling an old packet
            bool discardableEffects = true;
            ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
            for (int i = 0; i < args.Count; i++)
            {
                ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
                effect.AgentID = args[i].AgentID;
                effect.Color = args[i].Color;
                effect.Duration = args[i].Duration;
                effect.ID = args[i].ID;
                effect.Type = args[i].Type;
                effect.TypeData = args[i].TypeData;
                effectBlockArray[i] = effect;

                if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam)
                    discardableEffects = false;

                //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type);
            }

            ForEachScenePresence(sp =>
                {
                    if (sp.ControllingClient.AgentId != remoteClient.AgentId)
                    {
                        if (!discardableEffects ||
                            (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp)))
                        {
                            //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID);
                            sp.ControllingClient.SendViewerEffect(effectBlockArray);
                        }
                        //else
                        //    m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID);
                    }
                });
        }
        
        private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
        {
            return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
        }

        private class DescendentsRequestData
        {
            public IClientAPI RemoteClient;
            public UUID FolderID;
            public UUID OwnerID;
            public bool FetchFolders;
            public bool FetchItems;
            public int SortOrder;
        }

        private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
        private Object m_descendentsRequestLock = new Object();
        private bool m_descendentsRequestProcessing = false;

        /// <summary>
        /// Tell the client about the various child items and folders contained in the requested folder.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="folderID"></param>
        /// <param name="ownerID"></param>
        /// <param name="fetchFolders"></param>
        /// <param name="fetchItems"></param>
        /// <param name="sortOrder"></param>
        public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID,
                                                    bool fetchFolders, bool fetchItems, int sortOrder)
        {
//            m_log.DebugFormat(
//                "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}",
//                remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder);

            if (folderID == UUID.Zero)
                return;

            // FIXME MAYBE: We're not handling sortOrder!

            // TODO: This code for looking in the folder for the library should be folded somewhere else
            // so that this class doesn't have to know the details (and so that multiple libraries, etc.
            // can be handled transparently).
            InventoryFolderImpl fold = null;
            if (LibraryService != null && LibraryService.LibraryRootFolder != null)
            {
                if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
                {
                    remoteClient.SendInventoryFolderDetails(
                        fold.Owner, folderID, fold.RequestListOfItems(),
                        fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
                    return;
                }
            }

            lock (m_descendentsRequestLock)
            {
                if (!m_descendentsRequestProcessing)
                {
                    m_descendentsRequestProcessing = true;

                    // We're going to send the reply async, because there may be
                    // an enormous quantity of packets -- basically the entire inventory!
                    // We don't want to block the client thread while all that is happening.
                    SendInventoryDelegate d = SendInventoryAsync;
                    d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);

                    return;
                }

                DescendentsRequestData req = new DescendentsRequestData();
                req.RemoteClient = remoteClient;
                req.FolderID = folderID;
                req.OwnerID = ownerID;
                req.FetchFolders = fetchFolders;
                req.FetchItems = fetchItems;
                req.SortOrder = sortOrder;

                m_descendentsRequestQueue.Enqueue(req);
            }
        }

        delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);

        void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
        {
            Thread.Sleep(20);
            SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
        }

        void SendInventoryComplete(IAsyncResult iar)
        {
            SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
            d.EndInvoke(iar);

            lock (m_descendentsRequestLock)
            {
                if (m_descendentsRequestQueue.Count > 0)
                {
                    DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();

                    d = SendInventoryAsync;
                    d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);

                    return;
                }

                m_descendentsRequestProcessing = false;
            }
        }
        
        /// <summary>
        /// Handle an inventory folder creation request from the client.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="folderID"></param>
        /// <param name="folderType"></param>
        /// <param name="folderName"></param>
        /// <param name="parentID"></param>
        public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType,
                                                string folderName, UUID parentID)
        {
            InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1);
            if (!InventoryService.AddFolder(folder))
            {
                m_log.WarnFormat(
                     "[AGENT INVENTORY]: Failed to create folder for user {0} {1}",
                     remoteClient.Name, remoteClient.AgentId);
            }
        }

        /// <summary>
        /// Handle a client request to update the inventory folder
        /// </summary>
        ///
        /// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
        /// so this will work to rename an existing folder.  Needless to say, to rely on this is very confusing,
        /// and needs to be changed.
        ///
        /// <param name="remoteClient"></param>
        /// <param name="folderID"></param>
        /// <param name="type"></param>
        /// <param name="name"></param>
        /// <param name="parentID"></param>
        public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name,
                                                UUID parentID)
        {
//            m_log.DebugFormat(
//                "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId);

            InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
            folder = InventoryService.GetFolder(folder);
            if (folder != null)
            {
                folder.Name = name;
                folder.Type = (short)type;
                folder.ParentID = parentID;
                if (!InventoryService.UpdateFolder(folder))
                {
                    m_log.ErrorFormat(
                         "[AGENT INVENTORY]: Failed to update folder for user {0} {1}",
                         remoteClient.Name, remoteClient.AgentId);
                }
            }
        }
        
        public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
        {
            InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
            folder = InventoryService.GetFolder(folder);
            if (folder != null)
            {
                folder.ParentID = parentID;
                if (!InventoryService.MoveFolder(folder))
                    m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID);
                else
                    m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID);
            }
            else
            {
                m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID);
            }
        }

        delegate void PurgeFolderDelegate(UUID userID, UUID folder);

        /// <summary>
        /// This should delete all the items and folders in the given directory.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="folderID"></param>
        public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID)
        {
            PurgeFolderDelegate d = PurgeFolderAsync;
            try
            {
                d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d);
            }
            catch (Exception e)
            {
                m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message);
            }
        }

        private void PurgeFolderAsync(UUID userID, UUID folderID)
        {
            InventoryFolderBase folder = new InventoryFolderBase(folderID, userID);

            if (InventoryService.PurgeFolder(folder))
                m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID);
            else
                m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID);
        }

        private void PurgeFolderCompleted(IAsyncResult iar)
        {
            PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState;
            d.EndInvoke(iar);
        }
    }
}