Merge branch 'master' of /home/opensim/var/repo/opensim
commit
28e03792ae
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@ -101,18 +101,8 @@ namespace OpenSim.Capabilities.Handlers
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llsdItem.item_id = invItem.ID;
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llsdItem.name = invItem.Name;
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llsdItem.parent_id = invItem.Folder;
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try
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{
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llsdItem.type = Utils.AssetTypeToString((AssetType)invItem.AssetType);
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llsdItem.inv_type = Utils.InventoryTypeToString((InventoryType)invItem.InvType);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[WEB FETCH INV DESC HANDLER]: Problem setting asset {0} inventory {1} types while converting inventory item {2}: {3}",
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invItem.AssetType, invItem.InvType, invItem.Name, e.Message);
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}
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llsdItem.type = invItem.AssetType;
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llsdItem.inv_type = invItem.InvType;
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llsdItem.permissions = new LLSDPermissions();
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llsdItem.permissions.creator_id = invItem.CreatorIdAsUuid;
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@ -126,21 +116,7 @@ namespace OpenSim.Capabilities.Handlers
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llsdItem.permissions.owner_mask = (int)invItem.CurrentPermissions;
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llsdItem.sale_info = new LLSDSaleInfo();
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llsdItem.sale_info.sale_price = invItem.SalePrice;
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switch (invItem.SaleType)
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{
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default:
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llsdItem.sale_info.sale_type = "not";
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break;
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case 1:
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llsdItem.sale_info.sale_type = "original";
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break;
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case 2:
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llsdItem.sale_info.sale_type = "copy";
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break;
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case 3:
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llsdItem.sale_info.sale_type = "contents";
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break;
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}
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llsdItem.sale_info.sale_type = invItem.SaleType;
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return llsdItem;
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}
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@ -156,11 +156,12 @@ namespace OpenSim.Capabilities.Handlers
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inv.Folders = new List<InventoryFolderBase>();
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inv.Items = new List<InventoryItemBase>();
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int version = 0;
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int descendents = 0;
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inv
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= Fetch(
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invFetch.owner_id, invFetch.folder_id, invFetch.owner_id,
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invFetch.fetch_folders, invFetch.fetch_items, invFetch.sort_order, out version);
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invFetch.fetch_folders, invFetch.fetch_items, invFetch.sort_order, out version, out descendents);
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if (inv != null && inv.Folders != null)
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{
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@ -168,6 +169,8 @@ namespace OpenSim.Capabilities.Handlers
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{
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contents.categories.Array.Add(ConvertInventoryFolder(invFolder));
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}
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descendents += inv.Folders.Count;
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}
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if (inv != null && inv.Items != null)
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@ -178,7 +181,7 @@ namespace OpenSim.Capabilities.Handlers
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}
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}
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contents.descendents = contents.items.Array.Count + contents.categories.Array.Count;
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contents.descendents = descendents;
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contents.version = version;
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// m_log.DebugFormat(
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@ -206,7 +209,7 @@ namespace OpenSim.Capabilities.Handlers
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/// <returns>An empty InventoryCollection if the inventory look up failed</returns>
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private InventoryCollection Fetch(
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UUID agentID, UUID folderID, UUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder, out int version)
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bool fetchFolders, bool fetchItems, int sortOrder, out int version, out int descendents)
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{
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Fetching folders ({0}), items ({1}) from {2} for agent {3}",
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@ -215,6 +218,8 @@ namespace OpenSim.Capabilities.Handlers
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// FIXME MAYBE: We're not handling sortOrder!
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version = 0;
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descendents = 0;
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InventoryFolderImpl fold;
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if (m_LibraryService != null && m_LibraryService.LibraryRootFolder != null && agentID == m_LibraryService.LibraryRootFolder.Owner)
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{
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@ -223,6 +228,7 @@ namespace OpenSim.Capabilities.Handlers
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InventoryCollection ret = new InventoryCollection();
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ret.Folders = new List<InventoryFolderBase>();
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ret.Items = fold.RequestListOfItems();
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descendents = ret.Folders.Count + ret.Items.Count;
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return ret;
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}
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@ -246,24 +252,71 @@ namespace OpenSim.Capabilities.Handlers
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version = containingFolder.Version;
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// if (fetchItems)
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if (fetchItems)
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{
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List<InventoryItemBase> itemsToReturn = contents.Items;
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List<InventoryItemBase> originalItems = new List<InventoryItemBase>(itemsToReturn);
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// descendents must only include the links, not the linked items we add
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descendents = originalItems.Count;
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// Add target items for links in this folder before the links themselves.
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foreach (InventoryItemBase item in originalItems)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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itemsToReturn.Insert(0, linkedItem);
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}
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}
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// Now scan for folder links and insert the items they target and those links at the head of the return data
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foreach (InventoryItemBase item in originalItems)
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{
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if (item.AssetType == (int)AssetType.LinkFolder)
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{
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InventoryCollection linkedFolderContents = m_InventoryService.GetFolderContent(ownerID, item.AssetID);
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List<InventoryItemBase> links = linkedFolderContents.Items;
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itemsToReturn.InsertRange(0, links);
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foreach (InventoryItemBase link in linkedFolderContents.Items)
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{
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (link != null)
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{
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Adding item {0} {1} from folder {2} linked from {3}",
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// link.Name, (AssetType)link.AssetType, item.AssetID, containingFolder.Name);
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InventoryItemBase linkedItem
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= m_InventoryService.GetItem(new InventoryItemBase(link.AssetID));
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itemsToReturn.Insert(0, linkedItem);
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}
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}
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}
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}
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}
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
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//
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// foreach (InventoryItemBase item in contents.Items)
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// {
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// if (item.AssetType == (int)AssetType.Link)
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// {
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// InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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//
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// // Take care of genuinely broken links where the target doesn't exist
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// // HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// // but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// // rather than having to keep track of every folder requested in the recursion.
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// if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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// linkedItemsToAdd.Insert(0, linkedItem);
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// }
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// }
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// m_log.DebugFormat(
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// "[WEB FETCH INV DESC HANDLER]: Returning item {0}, type {1}, parent {2} in {3} {4}",
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// item.Name, (AssetType)item.AssetType, item.Folder, containingFolder.Name, containingFolder.ID);
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// }
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// =====
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//
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// foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
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// {
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@ -365,18 +418,8 @@ namespace OpenSim.Capabilities.Handlers
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llsdItem.item_id = invItem.ID;
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llsdItem.name = invItem.Name;
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llsdItem.parent_id = invItem.Folder;
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try
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{
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llsdItem.type = Utils.AssetTypeToString((AssetType)invItem.AssetType);
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llsdItem.inv_type = Utils.InventoryTypeToString((InventoryType)invItem.InvType);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[WEB FETCH INV DESC HANDLER]: Problem setting asset {0} inventory {1} types while converting inventory item {2}: {3}",
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invItem.AssetType, invItem.InvType, invItem.Name, e.Message);
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}
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llsdItem.type = invItem.AssetType;
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llsdItem.inv_type = invItem.InvType;
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llsdItem.permissions = new LLSDPermissions();
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llsdItem.permissions.creator_id = invItem.CreatorIdAsUuid;
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@ -390,21 +433,7 @@ namespace OpenSim.Capabilities.Handlers
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llsdItem.permissions.owner_mask = (int)invItem.CurrentPermissions;
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llsdItem.sale_info = new LLSDSaleInfo();
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llsdItem.sale_info.sale_price = invItem.SalePrice;
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switch (invItem.SaleType)
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{
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default:
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llsdItem.sale_info.sale_type = "not";
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break;
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case 1:
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llsdItem.sale_info.sale_type = "original";
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break;
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case 2:
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llsdItem.sale_info.sale_type = "copy";
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break;
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case 3:
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llsdItem.sale_info.sale_type = "contents";
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break;
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}
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llsdItem.sale_info.sale_type = invItem.SaleType;
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return llsdItem;
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}
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@ -37,8 +37,8 @@ namespace OpenSim.Framework.Capabilities
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public UUID asset_id;
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public UUID item_id;
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public LLSDPermissions permissions;
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public string type;
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public string inv_type;
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public int type;
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public int inv_type;
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public int flags;
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public LLSDSaleInfo sale_info;
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@ -65,7 +65,7 @@ namespace OpenSim.Framework.Capabilities
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public class LLSDSaleInfo
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{
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public int sale_price;
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public string sale_type;
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public int sale_type;
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}
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[OSDMap]
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@ -57,14 +57,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Profile
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public void Initialise(IConfigSource config)
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{
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// This can be reduced later as the loader will determine
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// whether we are needed
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if (config.Configs["Profile"] != null)
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{
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if (config.Configs["Profile"].GetString("Module", string.Empty) != "BasicProfileModule")
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return;
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}
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m_log.DebugFormat("[PROFILE MODULE]: Basic Profile Module enabled");
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m_Enabled = true;
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}
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@ -923,7 +923,7 @@ namespace OpenSim.Region.Framework.Scenes
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OnTerrainTaintedDelegate handlerTerrainTainted = OnTerrainTainted;
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if (handlerTerrainTainted != null)
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{
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foreach (OnTerrainTickDelegate d in handlerTerrainTainted.GetInvocationList())
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foreach (OnTerrainTaintedDelegate d in handlerTerrainTainted.GetInvocationList())
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{
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try
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{
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@ -436,7 +436,7 @@ 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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// "[XINVENTORY SERVICE]: Adding item {0} {1} to folder {2} for {3}", item.Name, item.ID, item.Folder, item.Owner);
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return m_Database.StoreItem(ConvertFromOpenSim(item));
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}
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@ -29,9 +29,6 @@
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SimulationServiceInConnector = true
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LibraryModule = true
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[Profile]
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Module = "BasicProfileModule"
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[SimulationDataStore]
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LocalServiceModule = "OpenSim.Services.Connectors.dll:SimulationDataService"
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@ -25,9 +25,6 @@
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GridInfoServiceInConnector = true
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MapImageServiceInConnector = true
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[Profile]
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Module = "BasicProfileModule"
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[SimulationDataStore]
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LocalServiceModule = "OpenSim.Services.Connectors.dll:SimulationDataService"
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