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author | Justin Clark-Casey (justincc) | 2011-05-14 00:10:27 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-05-27 01:22:52 +0100 |
commit | 472f7844f5852a778a70771142d6c6a2ab7b894a (patch) | |
tree | 81501da3215f7c34a896b34fe6fb5d7d75ad9b7a | |
parent | Fix broken inventory links on viewer 2. (diff) | |
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Fix adding/removing/replacing outfits in viewer 2
To get this to work, I had to disable the dupe link check I put in a couple of commits ago.
When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set.
Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links.
However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes.
Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 45 |
1 files changed, 27 insertions, 18 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 3bf2c2b..e2420101 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -924,9 +924,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
924 | uint callbackID, string description, string name, | 924 | uint callbackID, string description, string name, |
925 | sbyte invType, sbyte type, UUID olditemID) | 925 | sbyte invType, sbyte type, UUID olditemID) |
926 | { | 926 | { |
927 | m_log.DebugFormat( | 927 | // m_log.DebugFormat( |
928 | "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}", | 928 | // "[AGENT INVENTORY]: Received request from {0} to create inventory item link {1} in folder {2} pointing to {3}", |
929 | remoteClient.Name, name, folderID, olditemID); | 929 | // remoteClient.Name, name, folderID, olditemID); |
930 | 930 | ||
931 | if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) | 931 | if (!Permissions.CanCreateUserInventory(invType, remoteClient.AgentId)) |
932 | return; | 932 | return; |
@@ -934,20 +934,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
934 | ScenePresence presence; | 934 | ScenePresence presence; |
935 | if (TryGetScenePresence(remoteClient.AgentId, out presence)) | 935 | if (TryGetScenePresence(remoteClient.AgentId, out presence)) |
936 | { | 936 | { |
937 | bool linkAlreadyExists = false; | 937 | // Disabled the check for duplicate links. |
938 | List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID); | 938 | // |
939 | foreach (InventoryItemBase item in existingItems) | 939 | // When outfits are being adjusted, the viewer rapidly sends delete link messages followed by |
940 | if (item.AssetID == olditemID) | 940 | // create links. However, since these are handled asynchronously, the deletes do not complete before |
941 | linkAlreadyExists = true; | 941 | // the creates are handled. Therefore, we cannot enforce a duplicate link check. |
942 | 942 | // InventoryItemBase existingLink = null; | |
943 | if (linkAlreadyExists) | 943 | // List<InventoryItemBase> existingItems = InventoryService.GetFolderItems(remoteClient.AgentId, folderID); |
944 | { | 944 | // foreach (InventoryItemBase item in existingItems) |
945 | m_log.WarnFormat( | 945 | // if (item.AssetID == olditemID) |
946 | "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link already exists", | 946 | // existingLink = item; |
947 | remoteClient.Name, name, folderID, olditemID); | 947 | // |
948 | 948 | // if (existingLink != null) | |
949 | return; | 949 | // { |
950 | } | 950 | // m_log.WarnFormat( |
951 | // "[AGENT INVENTORY]: Ignoring request from {0} to create item link {1} in folder {2} pointing to {3} since a link named {4} with id {5} already exists", | ||
952 | // remoteClient.Name, name, folderID, olditemID, existingLink.Name, existingLink.ID); | ||
953 | // | ||
954 | // return; | ||
955 | // } | ||
951 | 956 | ||
952 | AssetBase asset = new AssetBase(); | 957 | AssetBase asset = new AssetBase(); |
953 | asset.FullID = olditemID; | 958 | asset.FullID = olditemID; |
@@ -975,7 +980,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
975 | /// <param name="itemID"></param> | 980 | /// <param name="itemID"></param> |
976 | private void RemoveInventoryItem(IClientAPI remoteClient, List<UUID> itemIDs) | 981 | private void RemoveInventoryItem(IClientAPI remoteClient, List<UUID> itemIDs) |
977 | { | 982 | { |
978 | //m_log.Debug("[SCENE INVENTORY]: user " + remoteClient.AgentId); | 983 | // m_log.DebugFormat( |
984 | // "[AGENT INVENTORY]: Removing inventory items {0} for {1}", | ||
985 | // string.Join(",", itemIDs.ConvertAll<string>(uuid => uuid.ToString()).ToArray()), | ||
986 | // remoteClient.Name); | ||
987 | |||
979 | InventoryService.DeleteItems(remoteClient.AgentId, itemIDs); | 988 | InventoryService.DeleteItems(remoteClient.AgentId, itemIDs); |
980 | } | 989 | } |
981 | 990 | ||