From 16c9c1dff7bbf299efddd44e4f9aeeb7db38fff6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 6 Oct 2012 02:34:49 +0100 Subject: On receiving TaskInventoryAccepted with a destination folder in the binary bucket slot for RLV, notify the viewer about inventory folder updates. The viewer would not see the folder move without this, either on accept or decline. This commit also updates the TaskInventoryOffered message to better conform with the data LL uses Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail, message is just folder name in single quotes, message is not timestamped. However, folder is not renamed "still #RLV/~". Long term solution is probably not to do these operations server-side. Notes will be added to http://opensimulator.org/mantis/view.php?id=6311 --- .../Inventory/Transfer/InventoryTransferModule.cs | 42 ++++++++++++++++++++++ 1 file changed, 42 insertions(+) (limited to 'OpenSim/Region/CoreModules/Avatar/Inventory/Transfer') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index 91eda19..33b4839 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -297,6 +297,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer }); } } + + // XXX: This code was placed here to try and accomdate RLV which moves given folders named #RLV/~ + // to a folder called name in #RLV. However, this approach may not be ultimately correct - from analysis + // of Firestorm 4.2.2 on sending an InventoryOffered instead of TaskInventoryOffered (as was previously + // done), the viewer itself would appear to move and rename the folder, rather than the simulator doing it here. else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted) { UUID destinationFolderID = UUID.Zero; @@ -308,6 +313,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer if (destinationFolderID != UUID.Zero) { + InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId); + if (destinationFolder == null) + { + m_log.WarnFormat( + "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist", + client.Name, scene.Name, destinationFolderID); + + return; + } + IInventoryService invService = scene.InventoryService; UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip @@ -315,9 +330,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId); item = invService.GetItem(item); InventoryFolderBase folder = null; + UUID? previousParentFolderID = null; if (item != null) // It's an item { + previousParentFolderID = item.Folder; item.Folder = destinationFolderID; invService.DeleteItems(item.Owner, new List() { item.ID }); @@ -330,10 +347,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer if (folder != null) // It's a folder { + previousParentFolderID = folder.ParentID; folder.ParentID = destinationFolderID; invService.MoveFolder(folder); } } + + // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code). + if (previousParentFolderID != null) + { + InventoryFolderBase previousParentFolder + = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId); + previousParentFolder = invService.GetFolder(previousParentFolder); + scene.SendInventoryUpdate(client, previousParentFolder, true, true); + + scene.SendInventoryUpdate(client, destinationFolder, true, true); + } } } else if ( @@ -354,9 +383,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId); item = invService.GetItem(item); InventoryFolderBase folder = null; + UUID? previousParentFolderID = null; if (item != null && trashFolder != null) { + previousParentFolderID = item.Folder; item.Folder = trashFolder.ID; // Diva comment: can't we just update this item??? @@ -372,6 +403,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer if (folder != null & trashFolder != null) { + previousParentFolderID = folder.ParentID; folder.ParentID = trashFolder.ID; invService.MoveFolder(folder); } @@ -391,6 +423,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer client.SendAgentAlertMessage("Unable to delete "+ "received inventory" + reason, false); } + // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code). + else if (previousParentFolderID != null) + { + InventoryFolderBase previousParentFolder + = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId); + previousParentFolder = invService.GetFolder(previousParentFolder); + scene.SendInventoryUpdate(client, previousParentFolder, true, true); + + scene.SendInventoryUpdate(client, trashFolder, true, true); + } ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); -- cgit v1.1