Fix bug in llGiveInventory() where items were disappearing on relog
This was a regression - the code to look up the correct type folder was no longer being called if items were added without a parent folder set
This may have been broken since commit bd49985a
on 2010-05-02
0.7.0.2-release
parent
7e0a0656a4
commit
269c9a11b7
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@ -216,16 +216,28 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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return m_InventoryService.PurgeFolder(folder);
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}
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/// <summary>
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/// Add a new item to the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully added</returns>
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public bool AddItem(InventoryItemBase item)
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{
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m_log.DebugFormat(
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"[LOCAL INVENTORY SERVICES CONNECTOR]: Adding inventory item {0} to user {1} folder {2}",
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item.Name, item.Owner, item.Folder);
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if (UUID.Zero == item.Folder)
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{
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InventoryFolderBase f = m_InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
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if (f != null)
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{
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item.Folder = f.ID;
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}
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else
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{
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f = m_InventoryService.GetRootFolder(item.Owner);
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if (f != null)
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item.Folder = f.ID;
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else
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return false;
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}
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}
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return m_InventoryService.AddItem(item);
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}
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@ -295,9 +295,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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return m_RemoteConnector.GetAssetPermissions(userID, assetID);
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}
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#endregion
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}
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}
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}
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@ -3837,18 +3837,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (World.GetScenePresence(destId) != null)
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{
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// destination is an avatar
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InventoryItemBase agentItem =
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World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
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InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
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if (agentItem == null)
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return;
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byte[] bucket = new byte[17];
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bucket[0] = (byte)assetType;
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byte[] objBytes = objId.GetBytes();
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byte[] objBytes = agentItem.ID.GetBytes();
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Array.Copy(objBytes, 0, bucket, 1, 16);
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Console.WriteLine("Giving inventory");
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GridInstantMessage msg = new GridInstantMessage(World,
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m_host.UUID, m_host.Name+", an object owned by "+
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resolveName(m_host.OwnerID)+",", destId,
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@ -141,8 +141,11 @@ namespace OpenSim.Services.Interfaces
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/// <summary>
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/// Add a new item to the user's inventory
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/// </summary>
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/// <param name="item"></param>
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/// <returns>true if the item was successfully added</returns>
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/// <param name="item">
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/// The item to be added. If item.FolderID == UUID.Zero then the item is added to the most suitable system
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/// folder. If there is no suitable folder then the item is added to the user's root inventory folder.
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/// </param>
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/// <returns>true if the item was successfully added, false if it was not</returns>
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bool AddItem(InventoryItemBase item);
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/// <summary>
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@ -219,12 +219,21 @@ namespace OpenSim.Services.InventoryService
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public virtual InventoryFolderBase GetFolderForType(UUID principalID, AssetType type)
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{
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// m_log.DebugFormat("[XINVENTORY SERVICE]: Getting folder type {0} for user {1}", type, principalID);
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XInventoryFolder[] folders = m_Database.GetFolders(
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new string[] { "agentID", "type"},
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new string[] { principalID.ToString(), ((int)type).ToString() });
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if (folders.Length == 0)
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{
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// m_log.WarnFormat("[XINVENTORY SERVICE]: Found no folder for type {0} for user {1}", type, principalID);
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return null;
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}
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// m_log.DebugFormat(
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// "[XINVENTORY SERVICE]: Found folder {0} {1} for type {2} for user {3}",
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// folders[0].folderName, folders[0].folderID, type, principalID);
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return ConvertToOpenSim(folders[0]);
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}
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@ -235,7 +244,7 @@ namespace OpenSim.Services.InventoryService
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// connector. So we disregard the principal and look
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// by ID.
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//
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m_log.DebugFormat("[XINVENTORY]: Fetch contents for folder {0}", folderID.ToString());
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m_log.DebugFormat("[XINVENTORY SERVICE]: Fetch contents for folder {0}", folderID.ToString());
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InventoryCollection inventory = new InventoryCollection();
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inventory.UserID = principalID;
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inventory.Folders = new List<InventoryFolderBase>();
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@ -354,6 +363,9 @@ namespace OpenSim.Services.InventoryService
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public virtual bool AddItem(InventoryItemBase item)
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{
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// m_log.DebugFormat(
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// "[XINVENTORY SERVICE]: Adding item {0} to folder {1} for {2}", item.ID, item.Folder, item.Owner);
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return m_Database.StoreItem(ConvertFromOpenSim(item));
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}
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