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-rw-r--r--OpenSim/Framework/Serialization/Tests/LandDataSerializerTests.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs4
3 files changed, 28 insertions, 9 deletions
diff --git a/OpenSim/Framework/Serialization/Tests/LandDataSerializerTests.cs b/OpenSim/Framework/Serialization/Tests/LandDataSerializerTests.cs
index 14e0462..70e87b3 100644
--- a/OpenSim/Framework/Serialization/Tests/LandDataSerializerTests.cs
+++ b/OpenSim/Framework/Serialization/Tests/LandDataSerializerTests.cs
@@ -96,15 +96,19 @@ namespace OpenSim.Framework.Serialization.Tests
96 [Test] 96 [Test]
97 public void LandDataSerializerSerializeTest() 97 public void LandDataSerializerSerializeTest()
98 { 98 {
99 string serialized = LandDataSerializer.Serialize(this.land); 99 string serialized = LandDataSerializer.Serialize(this.land).Replace("\r\n", "\n");
100 Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string"); 100 Assert.That(serialized.Length > 0, "Serialize(LandData) returned empty string");
101 Assert.That(serialized == LandDataSerializerTest.preSerialized,
102 "result of Serialize(LandData) does not match expected result");
103 101
104 string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList); 102 // adding a simple boolean variable because resharper nUnit integration doesn't like this
105 Assert.That(serializedWithParcelAccessList.Length > 0, 103 // XML data in the Assert.That statement. Not sure why.
104 bool result = (serialized == preSerialized);
105 Assert.That(result, "result of Serialize LandData does not match expected result");
106
107 string serializedWithParcelAccessList = LandDataSerializer.Serialize(this.landWithParcelAccessList).Replace("\r\n", "\n");
108 Assert.That(serializedWithParcelAccessList.Length > 0,
106 "Serialize(LandData) returned empty string for LandData object with ParcelAccessList"); 109 "Serialize(LandData) returned empty string for LandData object with ParcelAccessList");
107 Assert.That(serializedWithParcelAccessList == LandDataSerializerTest.preSerializedWithParcelAccessList, 110 result = (serializedWithParcelAccessList == preSerializedWithParcelAccessList);
111 Assert.That(result,
108 "result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list"); 112 "result of Serialize(LandData) does not match expected result (pre-serialized with parcel access list");
109 } 113 }
110 114
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 20760b2..60f730d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -1154,6 +1154,21 @@ namespace OpenSim.Region.Framework.Scenes
1154 if (folder == null) 1154 if (folder == null)
1155 return; 1155 return;
1156 1156
1157 // TODO: This code for looking in the folder for the library should be folded somewhere else
1158 // so that this class doesn't have to know the details (and so that multiple libraries, etc.
1159 // can be handled transparently).
1160 InventoryFolderImpl fold = null;
1161 if (LibraryService != null && LibraryService.LibraryRootFolder != null)
1162 {
1163 if ((fold = LibraryService.LibraryRootFolder.FindFolder(folder.ID)) != null)
1164 {
1165 client.SendInventoryFolderDetails(
1166 fold.Owner, folder.ID, fold.RequestListOfItems(),
1167 fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
1168 return;
1169 }
1170 }
1171
1157 // Fetch the folder contents 1172 // Fetch the folder contents
1158 InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID); 1173 InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID);
1159 1174
@@ -1164,7 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes
1164 //m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}", 1179 //m_log.DebugFormat("[AGENT INVENTORY]: Sending inventory folder contents ({0} nodes) for \"{1}\" to {2} {3}",
1165 // contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName); 1180 // contents.Folders.Count + contents.Items.Count, containingFolder.Name, client.FirstName, client.LastName);
1166 1181
1167 if (containingFolder != null) 1182 if (containingFolder != null && containingFolder != null)
1168 client.SendInventoryFolderDetails(client.AgentId, folder.ID, contents.Items, contents.Folders, containingFolder.Version, fetchFolders, fetchItems); 1183 client.SendInventoryFolderDetails(client.AgentId, folder.ID, contents.Items, contents.Folders, containingFolder.Version, fetchFolders, fetchItems);
1169 } 1184 }
1170 1185
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index bc10230..e25b1f1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -513,8 +513,8 @@ namespace OpenSim.Region.Framework.Scenes
513 { 513 {
514 // FIXME MAYBE: We're not handling sortOrder! 514 // FIXME MAYBE: We're not handling sortOrder!
515 515
516 // TODO: This code for looking in the folder for the library should be folded back into the 516 // TODO: This code for looking in the folder for the library should be folded somewhere else
517 // CachedUserInfo so that this class doesn't have to know the details (and so that multiple libraries, etc. 517 // so that this class doesn't have to know the details (and so that multiple libraries, etc.
518 // can be handled transparently). 518 // can be handled transparently).
519 InventoryFolderImpl fold = null; 519 InventoryFolderImpl fold = null;
520 if (LibraryService != null && LibraryService.LibraryRootFolder != null) 520 if (LibraryService != null && LibraryService.LibraryRootFolder != null)