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author | MW | 2007-12-02 10:21:17 +0000 |
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committer | MW | 2007-12-02 10:21:17 +0000 |
commit | b92df4aaafb353b4737aede206e99f10dd946bf1 (patch) | |
tree | 9ae3a2e2b6dc83e6c75948aecf98eafc2930780c /OpenSim/Framework | |
parent | Rezzing multiple copies of a inventory prim should now work. (diff) | |
download | opensim-SC_OLD-b92df4aaafb353b4737aede206e99f10dd946bf1.zip opensim-SC_OLD-b92df4aaafb353b4737aede206e99f10dd946bf1.tar.gz opensim-SC_OLD-b92df4aaafb353b4737aede206e99f10dd946bf1.tar.bz2 opensim-SC_OLD-b92df4aaafb353b4737aede206e99f10dd946bf1.tar.xz |
New Inventory folder should now be stored to the inventory server/database. This also seems to fix the problem of Body parts not being persisted properly.
Diffstat (limited to 'OpenSim/Framework')
-rw-r--r-- | OpenSim/Framework/Communications/Cache/UserProfileCache.cs | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/OpenSim/Framework/Communications/Cache/UserProfileCache.cs b/OpenSim/Framework/Communications/Cache/UserProfileCache.cs index 379ac9d..3c8ab51 100644 --- a/OpenSim/Framework/Communications/Cache/UserProfileCache.cs +++ b/OpenSim/Framework/Communications/Cache/UserProfileCache.cs | |||
@@ -96,7 +96,14 @@ namespace OpenSim.Framework.Communications.Cache | |||
96 | 96 | ||
97 | if (createdFolder != null) | 97 | if (createdFolder != null) |
98 | { | 98 | { |
99 | m_parent.InventoryService.AddNewInventoryFolder(remoteClient.AgentId, createdFolder); | 99 | InventoryFolderBase createdBaseFolder = new InventoryFolderBase(); |
100 | createdBaseFolder.agentID = createdFolder.agentID; | ||
101 | createdBaseFolder.folderID = createdFolder.folderID; | ||
102 | createdBaseFolder.name = createdFolder.name; | ||
103 | createdBaseFolder.parentID = createdFolder.parentID; | ||
104 | createdBaseFolder.type = createdFolder.type; | ||
105 | createdBaseFolder.version = createdFolder.version; | ||
106 | m_parent.InventoryService.AddNewInventoryFolder(remoteClient.AgentId, createdBaseFolder); | ||
100 | } | 107 | } |
101 | } | 108 | } |
102 | else | 109 | else |