From c72f78215bb3435ee2bbb507746c23eccec4dd34 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 4 Nov 2009 01:56:19 +0000 Subject: Backport the fixes to WebFetchInventoryDescendents to the UDP InventoryDescendents packet. Testing has shown that UDP inventory now works flawlessly and, unlike CAPS inventory, doesn't download the entire agent inventory on start. Neither does it incessantly re-request folder NULL_KEY. Therefore, I have disabled CAPS inventory. --- OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 8 +++++++- OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs | 2 +- 2 files changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 4d76b4ef..00743fc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1175,7 +1175,13 @@ namespace OpenSim.Region.Framework.Scenes { m_log.DebugFormat("[AGENT INVENTORY]: Send Inventory Folder {0} Update to {1} {2}", folder.Name, client.FirstName, client.LastName); InventoryCollection contents = InventoryService.GetFolderContent(client.AgentId, folder.ID); - client.SendInventoryFolderDetails(client.AgentId, folder.ID, contents.Items, contents.Folders, fetchFolders, fetchItems); + InventoryFolderBase containingFolder = new InventoryFolderBase(); + containingFolder.ID = folder.ID; + containingFolder.Owner = client.AgentId; + containingFolder = InventoryService.GetFolder(containingFolder); + int version = containingFolder.Version; + + client.SendInventoryFolderDetails(client.AgentId, folder.ID, contents.Items, contents.Folders, version, fetchFolders, fetchItems); } /// diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 1a91f0c..47fbeb4 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -462,7 +462,7 @@ namespace OpenSim.Region.Framework.Scenes { remoteClient.SendInventoryFolderDetails( fold.Owner, folderID, fold.RequestListOfItems(), - fold.RequestListOfFolders(), fetchFolders, fetchItems); + fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems); return; } -- cgit v1.1 From 9dd5d63495cac6717057b47f3ac9ef89685281cc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 4 Nov 2009 19:44:28 +0000 Subject: minor: remove some mono compiler warnings --- OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | 14 +++++++------- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 +++++----- 3 files changed, 13 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs index 244ac3b..7a66d23 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs @@ -77,13 +77,13 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid #region Internal functions - private string UserAssetURL(UUID userID) - { - CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); - if (uinfo != null) - return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI; - return null; - } +// private string UserAssetURL(UUID userID) +// { +// CachedUserInfo uinfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(userID); +// if (uinfo != null) +// return (uinfo.UserProfile.UserAssetURI == "") ? null : uinfo.UserProfile.UserAssetURI; +// return null; +// } // private string UserInventoryURL(UUID userID) // { diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a6ee40a..093ca3e 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1043,7 +1043,7 @@ namespace OpenSim.Region.Framework.Scenes TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; physicsFPS = 0f; - maintc = maintc = otherMS = Environment.TickCount; + maintc = otherMS = Environment.TickCount; int tmpFrameMS = maintc; // Increment the frame counter diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6c0d9f2..124f4c0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -76,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; - private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); +// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags)); private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f); /// @@ -181,7 +181,7 @@ namespace OpenSim.Region.Framework.Scenes private byte m_state; //Reuse the Vector3 instead of creating a new one on the UpdateMovement method - private Vector3 movementvector; +// private Vector3 movementvector; private bool m_autopilotMoving; private Vector3 m_autoPilotTarget; @@ -2068,7 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes if (heldDown) { move.Z -= 1; } // Is the avatar trying to move? - bool moving = (move != Vector3.Zero); +// bool moving = (move != Vector3.Zero); bool jumping = m_animTickJump != 0; #endregion Inputs @@ -2320,7 +2320,7 @@ namespace OpenSim.Region.Framework.Scenes if (m_isChildAgent == false) { - PhysicsActor actor = m_physicsActor; +// PhysicsActor actor = m_physicsActor; // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to // grab the latest PhysicsActor velocity, whereas m_velocity is often @@ -3256,7 +3256,7 @@ namespace OpenSim.Region.Framework.Scenes Vector3 force = m_forceToApply.Value; m_updateflag = true; - movementvector = force; +// movementvector = force; Velocity = force; m_forceToApply = null; -- cgit v1.1