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authorJustin Clark-Casey (justincc)2011-05-19 00:51:14 +0100
committerJustin Clark-Casey (justincc)2011-05-19 00:51:14 +0100
commitbdd7849094996392417ea3e5080578a04b69afac (patch)
treef36e58f246f11eeae87dcb6cd352cdbe3f91a183 /OpenSim/Services
parentAccidentally committed too early (diff)
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Allow item links to be deleted even when other deletes and purges are disabled.
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.
Diffstat (limited to 'OpenSim/Services')
-rw-r--r--OpenSim/Services/InventoryService/XInventoryService.cs34
1 files changed, 28 insertions, 6 deletions
diff --git a/OpenSim/Services/InventoryService/XInventoryService.cs b/OpenSim/Services/InventoryService/XInventoryService.cs
index 0af35c8..2282ee8 100644
--- a/OpenSim/Services/InventoryService/XInventoryService.cs
+++ b/OpenSim/Services/InventoryService/XInventoryService.cs
@@ -393,6 +393,10 @@ namespace OpenSim.Services.InventoryService
393 393
394 public virtual bool UpdateItem(InventoryItemBase item) 394 public virtual bool UpdateItem(InventoryItemBase item)
395 { 395 {
396 if (!m_AllowDelete)
397 if (item.AssetType == (sbyte)AssetType.Link || item.AssetType == (sbyte)AssetType.LinkFolder)
398 return false;
399
396 return m_Database.StoreItem(ConvertFromOpenSim(item)); 400 return m_Database.StoreItem(ConvertFromOpenSim(item));
397 } 401 }
398 402
@@ -411,12 +415,30 @@ namespace OpenSim.Services.InventoryService
411 public virtual bool DeleteItems(UUID principalID, List<UUID> itemIDs) 415 public virtual bool DeleteItems(UUID principalID, List<UUID> itemIDs)
412 { 416 {
413 if (!m_AllowDelete) 417 if (!m_AllowDelete)
414 return false; 418 {
415 419 // We must still allow links and links to folders to be deleted, otherwise they will build up
416 // Just use the ID... *facepalms* 420 // in the player's inventory until they can no longer log in. Deletions of links due to code bugs or
417 // 421 // similar is inconvenient but on a par with accidental movement of items. The original item is never
418 foreach (UUID id in itemIDs) 422 // touched.
419 m_Database.DeleteItems("inventoryID", id.ToString()); 423 foreach (UUID id in itemIDs)
424 {
425 if (!m_Database.DeleteItems(
426 new string[] { "inventoryID", "assetType" },
427 new string[] { id.ToString(), ((sbyte)AssetType.Link).ToString() }));
428 {
429 m_Database.DeleteItems(
430 new string[] { "inventoryID", "assetType" },
431 new string[] { id.ToString(), ((sbyte)AssetType.LinkFolder).ToString() });
432 }
433 }
434 }
435 else
436 {
437 // Just use the ID... *facepalms*
438 //
439 foreach (UUID id in itemIDs)
440 m_Database.DeleteItems("inventoryID", id.ToString());
441 }
420 442
421 return true; 443 return true;
422 } 444 }