From db91044593fc2592c7abb21034aeea8965febbd7 Mon Sep 17 00:00:00 2001 From: Snoopy Pfeffer Date: Mon, 22 Aug 2011 14:51:43 +0200 Subject: Thanks Neil Canham for fixing bulk inventory updates, no sending BulkInventoryUpdate after accepting inventory items. --- .../Avatar/Inventory/Transfer/InventoryTransferModule.cs | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/CoreModules') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index e3d4969..b4f69e6 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -278,7 +278,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer else { if (m_TransferModule != null) - m_TransferModule.SendInstantMessage(im, delegate(bool success) {}); + m_TransferModule.SendInstantMessage(im, delegate(bool success) { + // Send BulkUpdateInventory + IInventoryService invService = scene.InventoryService; + UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip + + InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId); + folder = invService.GetFolder(folder); + + ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID)); + + fromUser.ControllingClient.SendBulkUpdateInventory(folder); + }); } } else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) -- cgit v1.1