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authorJustin Clark-Casey (justincc)2011-10-27 02:56:08 +0100
committerJustin Clark-Casey (justincc)2011-10-27 02:56:08 +0100
commit76c50d23f2920e391358d5c98cba11d11021cbb8 (patch)
treedfc2ef5b9fa90814864850aa3c2fd9b67aae289e
parentDon't blow our brains out if LLClientView.BulkInventoryUpdate() is wrongly pa... (diff)
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Comment out inventory folder bulk update code on InventoryAccepted message introduced in commit db91044 on Aug 22 2011
This should be unecessary since the folder update is already made at the time of the offer (and moved to trash if not accepted). This code was also not taking into account the situation where an item was accepted. Needs more fixing if this results in an aggression elsewhere.
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs30
1 files changed, 18 insertions, 12 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index f46d9f7..19c774f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -275,19 +275,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
275 { 275 {
276 if (m_TransferModule != null) 276 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 277 m_TransferModule.SendInstantMessage(im, delegate(bool success) {
278 // Send BulkUpdateInventory
279 IInventoryService invService = scene.InventoryService;
280 UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
281 278
282 InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId); 279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
283 folder = invService.GetFolder(folder); 280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
284 281 // instead it appears to cause two copies of an accepted folder for the receiving user in
285 ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID)); 282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
286 283
287 // If the user has left the scene by the time the message comes back then we can't send 284// // Send BulkUpdateInventory
288 // them the update. 285// IInventoryService invService = scene.InventoryService;
289 if (fromUser != null) 286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
290 fromUser.ControllingClient.SendBulkUpdateInventory(folder); 287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
291 }); 297 });
292 } 298 }
293 } 299 }