Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)
The agentID in AddInventoryItem(UUID agentID, InventoryItemBase item) is redundant since it's contained in item.Owner, and it doesn't make sense for agentID != item.Owner, hence the method is deprecated.prebuild-update
parent
d4b572d2a5
commit
107052b23d
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@ -163,7 +163,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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InventoryFolderBase objsFolder
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InventoryFolderBase objsFolder
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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item1.Folder = objsFolder.ID;
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item1.Folder = objsFolder.ID;
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scene.AddInventoryItem(userId, item1);
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scene.AddInventoryItem(item1);
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MemoryStream archiveWriteStream = new MemoryStream();
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MemoryStream archiveWriteStream = new MemoryStream();
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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@ -282,7 +282,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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InventoryFolderBase objsFolder
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InventoryFolderBase objsFolder
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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item1.Folder = objsFolder.ID;
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item1.Folder = objsFolder.ID;
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scene.AddInventoryItem(userId, item1);
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scene.AddInventoryItem(item1);
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MemoryStream archiveWriteStream = new MemoryStream();
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MemoryStream archiveWriteStream = new MemoryStream();
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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@ -485,7 +485,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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InventoryFolderBase objsFolder
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InventoryFolderBase objsFolder
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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= InventoryArchiveUtils.FindFolderByPath(scene.InventoryService, userId, "Objects")[0];
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item1.Folder = objsFolder.ID;
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item1.Folder = objsFolder.ID;
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scene.AddInventoryItem(userId, item1);
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scene.AddInventoryItem(item1);
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MemoryStream archiveWriteStream = new MemoryStream();
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MemoryStream archiveWriteStream = new MemoryStream();
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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archiverModule.OnInventoryArchiveSaved += SaveCompleted;
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@ -242,9 +242,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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}
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}
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else
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else
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{
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{
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// m_log.WarnFormat(
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m_log.WarnFormat(
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// "[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
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"[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
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// item.Owner, item.Name);
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item.Owner, item.Name);
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return false;
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return false;
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}
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}
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}
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}
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@ -92,27 +92,46 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
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/// <summary>
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/// Add the given inventory item to a user's inventory.
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/// </summary>
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/// <param name="item"></param>
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public void AddInventoryItem(InventoryItemBase item)
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{
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{
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if (InventoryService.AddItem(item))
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if (InventoryService.AddItem(item))
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{
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{
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int userlevel = 0;
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int userlevel = 0;
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if (Permissions.IsGod(AgentID))
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if (Permissions.IsGod(item.Owner))
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{
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{
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userlevel = 1;
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userlevel = 1;
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}
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}
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EventManager.TriggerOnNewInventoryItemUploadComplete(AgentID, item.AssetID, item.Name, userlevel);
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EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, item.AssetID, item.Name, userlevel);
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}
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}
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else
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else
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{
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{
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m_log.WarnFormat(
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
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"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
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AgentID, item.Name, item.ID);
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item.Owner, item.Name, item.ID);
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return;
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return;
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}
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}
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}
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}
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/// <summary>
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/// Add the given inventory item to a user's inventory.
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/// </summary>
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/// <param name="AgentID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="item">
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/// A <see cref="InventoryItemBase"/>
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/// </param>
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[Obsolete("Use AddInventoryItem(InventoryItemBase item) instead. This was deprecated in OpenSim 0.7.1")]
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public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
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{
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AddInventoryItem(item);
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}
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/// <summary>
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/// <summary>
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/// Add an inventory item to an avatar's inventory.
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/// Add an inventory item to an avatar's inventory.
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/// </summary>
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/// </summary>
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@ -121,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// in which the item is to be placed.</param>
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/// in which the item is to be placed.</param>
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public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
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public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
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{
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{
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AddInventoryItem(remoteClient.AgentId, item);
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AddInventoryItem(item);
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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}
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@ -1108,7 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
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agentItem.Folder = folderId;
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agentItem.Folder = folderId;
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AddInventoryItem(avatarId, agentItem);
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AddInventoryItem(agentItem);
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return agentItem;
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return agentItem;
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}
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}
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@ -1232,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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agentItem.Folder = newFolderID;
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agentItem.Folder = newFolderID;
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AddInventoryItem(destID, agentItem);
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AddInventoryItem(agentItem);
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}
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}
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}
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}
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