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-rw-r--r--OpenSim/Framework/Data.MySQL/MySQLDataStore.cs2
-rw-r--r--OpenSim/Framework/Data.SQLite/SQLiteRegionData.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs8
3 files changed, 7 insertions, 5 deletions
diff --git a/OpenSim/Framework/Data.MySQL/MySQLDataStore.cs b/OpenSim/Framework/Data.MySQL/MySQLDataStore.cs
index a752236..47b3c43 100644
--- a/OpenSim/Framework/Data.MySQL/MySQLDataStore.cs
+++ b/OpenSim/Framework/Data.MySQL/MySQLDataStore.cs
@@ -312,7 +312,7 @@ namespace OpenSim.Framework.Data.MySQL
312 MainLog.Instance.Verbose("DATASTORE", "Restored item {0}, {1}", item.Name, item.ItemID); 312 MainLog.Instance.Verbose("DATASTORE", "Restored item {0}, {1}", item.Name, item.ItemID);
313 } 313 }
314 314
315 prim.AddInventoryItems(inventory); 315 prim.RestoreInventoryItems(inventory);
316 316
317 // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in 317 // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
318 // every item). This data should really be stored in the prim table itself. 318 // every item). This data should really be stored in the prim table itself.
diff --git a/OpenSim/Framework/Data.SQLite/SQLiteRegionData.cs b/OpenSim/Framework/Data.SQLite/SQLiteRegionData.cs
index ba50dca..0035311 100644
--- a/OpenSim/Framework/Data.SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Framework/Data.SQLite/SQLiteRegionData.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Framework.Data.SQLite
356 MainLog.Instance.Verbose("DATASTORE", "Restored item {0}, {1}", item.Name, item.ItemID); 356 MainLog.Instance.Verbose("DATASTORE", "Restored item {0}, {1}", item.Name, item.ItemID);
357 } 357 }
358 358
359 prim.AddInventoryItems(inventory); 359 prim.RestoreInventoryItems(inventory);
360 360
361 // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in 361 // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
362 // every item). This data should really be stored in the prim table itself. 362 // every item). This data should really be stored in the prim table itself.
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
index c0297cf..a700974 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.Inventory.cs
@@ -216,11 +216,13 @@ namespace OpenSim.Region.Environment.Scenes
216 } 216 }
217 217
218 /// <summary> 218 /// <summary>
219 /// Add a whole collection of items to the prim's inventory at once. We assume that the items already 219 /// Restore a whole collection of items to the prim's inventory at once.
220 /// have all their fields correctly filled out. 220 /// We assume that the items already have all their fields correctly filled out.
221 /// The items are not flagged for persistence to the database, since they are being restored
222 /// from persistence rather than being newly added.
221 /// </summary> 223 /// </summary>
222 /// <param name="items"></param> 224 /// <param name="items"></param>
223 public void AddInventoryItems(ICollection<TaskInventoryItem> items) 225 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
224 { 226 {
225 lock (m_taskInventory) 227 lock (m_taskInventory)
226 { 228 {