* Put in the code necessary to allow inventory transfer of whole folders (and their contents) between agents, not just single items

* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
0.6.1-post-fixes
Justin Clarke Casey 2008-12-04 19:57:36 +00:00
parent 1bd92a6d34
commit 38ca31b37a
9 changed files with 381 additions and 42 deletions

View File

@ -556,8 +556,10 @@ namespace OpenSim.Framework.Communications.Cache
}
/// <summary>
/// Add an item to the user's inventory
/// Add an item to the user's inventory.
/// </summary>
/// If the item has no folder set (i.e. it is UUID.Zero), then it is placed in the most appropriate folder
/// for that type.
/// <param name="itemInfo"></param>
public void AddItem(InventoryItemBase item)
{
@ -572,6 +574,7 @@ namespace OpenSim.Framework.Communications.Cache
item.Folder = RootFolder.ID;
}
ItemReceive(item, null);
if (m_commsManager.SecureInventoryService != null)
{
m_commsManager.SecureInventoryService.AddItem(item, m_session_id);

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@ -358,6 +358,10 @@ namespace OpenSim.Framework.Communications.Cache
return folderList;
}
/// <value>
/// The total number of items in this folder and in the immediate child folders (though not from other
/// descendants).
/// </value>
public int TotalCount
{
get

View File

@ -828,6 +828,13 @@ namespace OpenSim.Framework
void SendTaskInventory(UUID taskID, short serial, byte[] fileName);
/// <summary>
/// Used by the server to inform the client of new inventory items. Will transfer the contents of the folder
/// (including all descendent folders) as well as the folder itself.
/// </summary>
/// <param name="folder"></param>
void SendBulkUpdateInventory(InventoryFolderBase folder);
/// <summary>
/// Used by the server to inform the client of a new inventory item. Used when transferring items
/// between avatars, possibly among other things.

View File

@ -1144,6 +1144,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
msg.MessageBlock.Message = Utils.StringToBytes(message);
msg.MessageBlock.BinaryBucket = binaryBucket;
System.Console.WriteLine("SendInstantMessage: " + msg);
OutPacket(msg, ThrottleOutPacketType.Task);
}
}
@ -1763,6 +1764,153 @@ namespace OpenSim.Region.ClientStack.LindenUDP
inventoryReply.Header.Zerocoded = true;
OutPacket(inventoryReply, ThrottleOutPacketType.Asset);
}
/// <see>IClientAPI.SendBulkUpdateInventory(InventoryFolderBase)</see>
public void SendBulkUpdateInventory(InventoryFolderBase folderBase)
{
// XXX: Nasty temporary move that will be resolved shortly
InventoryFolderImpl folder = (InventoryFolderImpl)folderBase;
// We will use the same transaction id for all the separate packets to be sent out in this update.
UUID transactionId = UUID.Random();
List<BulkUpdateInventoryPacket.FolderDataBlock> folderDataBlocks
= new List<BulkUpdateInventoryPacket.FolderDataBlock>();
SendBulkUpdateInventoryRecursive(folder, ref folderDataBlocks, transactionId);
if (folderDataBlocks.Count > 0)
{
// We'll end up with some unsent folder blocks if there were some empty folders at the end of the list
// Send these now
BulkUpdateInventoryPacket bulkUpdate
= (BulkUpdateInventoryPacket)PacketPool.Instance.GetPacket(PacketType.BulkUpdateInventory);
bulkUpdate.Header.Zerocoded = true;
bulkUpdate.AgentData.AgentID = AgentId;
bulkUpdate.AgentData.TransactionID = transactionId;
bulkUpdate.FolderData = folderDataBlocks.ToArray();
Console.WriteLine("SendBulkUpdateInventory :" + bulkUpdate);
OutPacket(bulkUpdate, ThrottleOutPacketType.Asset);
}
}
/// <summary>
/// Recursively construct bulk update packets to send folders and items
/// </summary>
/// <param name="folder"></param>
/// <param name="folderDataBlocks"></param>
/// <param name="transactionId"></param>
private void SendBulkUpdateInventoryRecursive(
InventoryFolderImpl folder, ref List<BulkUpdateInventoryPacket.FolderDataBlock> folderDataBlocks,
UUID transactionId)
{
folderDataBlocks.Add(GenerateBulkUpdateFolderDataBlock(folder));
const int MAX_ITEMS_PER_PACKET = 5;
// If there are any items then we have to start sending them off in this packet - the next folder will have
// to be in its own bulk update packet. Also, we can only fit 5 items in a packet (at least this was the limit
// being used on the Linden grid at 20081203).
List<InventoryItemBase> items = folder.RequestListOfItems();
while (items.Count > 0)
{
BulkUpdateInventoryPacket bulkUpdate
= (BulkUpdateInventoryPacket)PacketPool.Instance.GetPacket(PacketType.BulkUpdateInventory);
bulkUpdate.Header.Zerocoded = true;
bulkUpdate.AgentData.AgentID = AgentId;
bulkUpdate.AgentData.TransactionID = transactionId;
bulkUpdate.FolderData = folderDataBlocks.ToArray();
int itemsToSend = (items.Count > MAX_ITEMS_PER_PACKET ? MAX_ITEMS_PER_PACKET : items.Count);
bulkUpdate.ItemData = new BulkUpdateInventoryPacket.ItemDataBlock[itemsToSend];
for (int i = 0; i < itemsToSend; i++)
{
// Remove from the end of the list so that we don't incur a performance penalty
bulkUpdate.ItemData[i] = GenerateBulkUpdateItemDataBlock(items[items.Count - 1]);
items.RemoveAt(items.Count - 1);
}
Console.WriteLine("SendBulkUpdateInventoryRecursive :" + bulkUpdate);
OutPacket(bulkUpdate, ThrottleOutPacketType.Asset);
folderDataBlocks = new List<BulkUpdateInventoryPacket.FolderDataBlock>();
// If we're going to be sending another items packet then it needs to contain just the folder to which those
// items belong.
if (items.Count > 0)
folderDataBlocks.Add(GenerateBulkUpdateFolderDataBlock(folder));
}
List<InventoryFolderImpl> subFolders = folder.RequestListOfFolderImpls();
foreach (InventoryFolderImpl subFolder in subFolders)
{
SendBulkUpdateInventoryRecursive(subFolder, ref folderDataBlocks, transactionId);
}
}
/// <summary>
/// Generate a bulk update inventory data block for the given folder
/// </summary>
/// <param name="folder"></param>
/// <returns></returns>
private BulkUpdateInventoryPacket.FolderDataBlock GenerateBulkUpdateFolderDataBlock(InventoryFolderBase folder)
{
BulkUpdateInventoryPacket.FolderDataBlock folderBlock = new BulkUpdateInventoryPacket.FolderDataBlock();
folderBlock.FolderID = folder.ID;
folderBlock.ParentID = folder.ParentID;
folderBlock.Type = -1;
folderBlock.Name = Utils.StringToBytes(folder.Name);
return folderBlock;
}
/// <summary>
/// Generate a bulk update inventory data block for the given item
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
private BulkUpdateInventoryPacket.ItemDataBlock GenerateBulkUpdateItemDataBlock(InventoryItemBase item)
{
BulkUpdateInventoryPacket.ItemDataBlock itemBlock = new BulkUpdateInventoryPacket.ItemDataBlock();
itemBlock.ItemID = item.ID;
itemBlock.AssetID = item.AssetID;
itemBlock.CreatorID = item.Creator;
itemBlock.BaseMask = item.BasePermissions;
itemBlock.Description = Utils.StringToBytes(item.Description);
itemBlock.EveryoneMask = item.EveryOnePermissions;
itemBlock.FolderID = item.Folder;
itemBlock.InvType = (sbyte)item.InvType;
itemBlock.Name = Utils.StringToBytes(item.Name);
itemBlock.NextOwnerMask = item.NextPermissions;
itemBlock.OwnerID = item.Owner;
itemBlock.OwnerMask = item.CurrentPermissions;
itemBlock.Type = (sbyte)item.AssetType;
itemBlock.GroupID = item.GroupID;
itemBlock.GroupOwned = item.GroupOwned;
itemBlock.GroupMask = item.GroupPermissions;
itemBlock.Flags = item.Flags;
itemBlock.SalePrice = item.SalePrice;
itemBlock.SaleType = item.SaleType;
itemBlock.CreationDate = item.CreationDate;
itemBlock.CRC =
Helpers.InventoryCRC(
1000, 0, itemBlock.InvType,
itemBlock.Type, itemBlock.AssetID,
itemBlock.GroupID, 100,
itemBlock.OwnerID, itemBlock.CreatorID,
itemBlock.ItemID, itemBlock.FolderID,
(uint)PermissionMask.All, 1, (uint)PermissionMask.All, (uint)PermissionMask.All,
(uint)PermissionMask.All);
return itemBlock;
}
/// <see>IClientAPI.SendBulkUpdateInventory(InventoryItemBase)</see>
public void SendBulkUpdateInventory(InventoryItemBase item)

View File

@ -136,31 +136,78 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
{
ScenePresence user =
scene.GetScenePresence(new UUID(im.toAgentID));
m_log.DebugFormat("Asset type {0}", ((AssetType)im.binaryBucket[0]));
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
UUID copyID;
// First byte of the array is probably the item type
// Next 16 bytes are the UUID
UUID itemID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting item {0} "+
"into agent {1}'s inventory",
itemID, new UUID(im.toAgentID));
InventoryItemBase itemCopy = scene.GiveInventoryItem(
new UUID(im.toAgentID),
client.AgentId, itemID);
if (itemCopy == null)
{
client.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
// First byte is the asset type
AssetType assetType = (AssetType)im.binaryBucket[0];
// Temporarily disabled pending test of complex transfers (folders within folders, lots of items,
// empty folders, etc.)
if (AssetType.Folder == assetType)
return;
if (AssetType.Folder == assetType)
{
UUID folderID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting original folder {0} "+
"into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
InventoryFolderImpl folderCopy
= scene.GiveInventoryFolder(new UUID(im.toAgentID), client.AgentId, folderID, UUID.Zero);
if (folderCopy == null)
{
client.SendAgentAlertMessage("Can't find folder to give. Nothing given.", false);
return;
}
// The outgoing binary bucket should contain only the byte which signals an asset folder is
// being copied and the following bytes for the copied folder's UUID
copyID = folderCopy.ID;
byte[] copyIDBytes = copyID.GetBytes();
im.binaryBucket = new byte[1 + copyIDBytes.Length];
im.binaryBucket[0] = (byte)AssetType.Folder;
Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
if (user != null && !user.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(folderCopy);
}
}
else
{
// First byte of the array is probably the item type
// Next 16 bytes are the UUID
byte[] itemCopyID = itemCopy.ID.GetBytes();
UUID itemID = new UUID(im.binaryBucket, 1);
Array.Copy(itemCopyID, 0, im.binaryBucket, 1, 16);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting item {0} "+
"into agent {1}'s inventory",
itemID, new UUID(im.toAgentID));
InventoryItemBase itemCopy = scene.GiveInventoryItem(
new UUID(im.toAgentID),
client.AgentId, itemID);
if (itemCopy == null)
{
client.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
return;
}
copyID = itemCopy.ID;
Array.Copy(copyID.GetBytes(), 0, im.binaryBucket, 1, 16);
if (user != null && !user.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
}
}
// Send the IM to the recipient. The item is already
// in their inventory, so it will not be lost if
@ -168,10 +215,6 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
//
if (user != null && !user.IsChildAgent)
{
// User is online. So, let's make the item visible
//
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
// And notify. Transaction ID is the item ID. We get that
// same ID back on the reply so we know what to act on
//
@ -179,7 +222,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
new UUID(im.fromAgentID), im.message,
new UUID(im.toAgentID),
im.fromAgentName, im.dialog, im.timestamp,
itemCopy.ID, false, im.binaryBucket);
copyID, false, im.binaryBucket);
return;
}
@ -208,9 +251,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
}
}
else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
{
UUID itemID = new UUID(im.imSessionID); // The item, back from it's trip
{
// Here, the recipient is local and we can assume that the
// inventory is loaded. Courtesy of the above bulk update,
// It will have been pushed to the client, too
@ -224,27 +265,43 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
{
InventoryFolderImpl trashFolder =
userInfo.FindFolderForType((int)AssetType.TrashFolder);
InventoryItemBase item =
userInfo.RootFolder.FindItem(itemID);
if (trashFolder != null && item != null)
UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
InventoryItemBase item = userInfo.RootFolder.FindItem(inventoryEntityID);
InventoryFolderBase folder = null;
if (item != null && trashFolder != null)
{
item.Folder = trashFolder.ID;
userInfo.DeleteItem(itemID);
userInfo.DeleteItem(inventoryEntityID);
scene.AddInventoryItem(client, item);
}
else
{
string reason = "";
folder = userInfo.RootFolder.FindFolder(inventoryEntityID);
if (folder != null & trashFolder != null)
{
userInfo.MoveFolder(inventoryEntityID, trashFolder.ID);
}
}
if ((null == item && null == folder) | null == trashFolder)
{
string reason = String.Empty;
if (trashFolder == null)
reason += " Trash folder not found.";
if (item == null)
reason += " Item not found.";
if (folder == null)
reason += " Folder not found.";
client.SendAgentAlertMessage("Unable to delete "+
"received item" + reason, false);
"received inventory" + reason, false);
}
}

View File

@ -624,6 +624,9 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
public virtual void SendBulkUpdateInventory(InventoryItemBase item)
{
}
public virtual void SendBulkUpdateInventory(InventoryFolderBase folderBase)
{}
public void SendTakeControls(int controls, bool passToAgent, bool TakeControls)
{

View File

@ -400,11 +400,11 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Give an inventory item from one avatar to another
/// Give an inventory item from one user to another
/// </summary>
/// <param name="recipientClient"></param>
/// <param name="senderId">ID of the sender of the item</param>
/// <param name="itemId"></param>
/// <param name="itemId"></param>
public virtual void GiveInventoryItem(IClientAPI recipientClient, UUID senderId, UUID itemId)
{
InventoryItemBase itemCopy = GiveInventoryItem(recipientClient.AgentId, senderId, itemId);
@ -413,7 +413,33 @@ namespace OpenSim.Region.Environment.Scenes
recipientClient.SendBulkUpdateInventory(itemCopy);
}
/// <summary>
/// Give an inventory item from one user to another
/// </summary>
/// <param name="recipient"></param>
/// <param name="senderId">ID of the sender of the item</param>
/// <param name="itemId"></param>
/// <returns>The inventory item copy given, null if the give was unsuccessful</returns>
public virtual InventoryItemBase GiveInventoryItem(UUID recipient, UUID senderId, UUID itemId)
{
return GiveInventoryItem(recipient, senderId, itemId, UUID.Zero);
}
/// <summary>
/// Give an inventory item from one user to another
/// </summary>
/// <param name="recipient"></param>
/// <param name="senderId">ID of the sender of the item</param>
/// <param name="itemId"></param>
/// <param name="recipientFolderId">
/// The id of the folder in which the copy item should go. If UUID.Zero then the item is placed in the most
/// appropriate default folder.
/// </param>
/// <returns>
/// The inventory item copy given, null if the give was unsuccessful
/// </returns>
public virtual InventoryItemBase GiveInventoryItem(
UUID recipient, UUID senderId, UUID itemId, UUID recipientFolderId)
{
// Retrieve the item from the sender
CachedUserInfo senderUserInfo = CommsManager.UserProfileCacheService.GetUserDetails(senderId);
@ -438,7 +464,6 @@ namespace OpenSim.Region.Environment.Scenes
return null;
}
// TODO get recipient's root folder
CachedUserInfo recipientUserInfo
= CommsManager.UserProfileCacheService.GetUserDetails(recipient);
@ -457,7 +482,8 @@ namespace OpenSim.Region.Environment.Scenes
itemCopy.Name = item.Name;
itemCopy.AssetType = item.AssetType;
itemCopy.InvType = item.InvType;
itemCopy.Folder = UUID.Zero;
itemCopy.Folder = recipientFolderId;
if (Permissions.PropagatePermissions())
{
if (item.InvType == 6)
@ -529,8 +555,93 @@ namespace OpenSim.Region.Environment.Scenes
m_log.Error("[AGENT INVENTORY]: Failed to find item " + itemId.ToString() + ", no root folder");
return null;
}
return null;
}
/// <summary>
/// Give an entire inventory folder from one user to another. The entire contents (including all descendent
/// folders) is given.
/// </summary>
/// <param name="recipientId"></param>
/// <param name="senderId">ID of the sender of the item</param>
/// <param name="folderId"></param>
/// <param name="recipientParentFolderId">
/// The id of the receipient folder in which the send folder should be placed. If UUID.Zero then the
/// recipient folder is the root folder
/// </param>
/// <returns>
/// The inventory folder copy given, null if the copy was unsuccessful
/// </returns>
public virtual InventoryFolderImpl GiveInventoryFolder(
UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
{
// Retrieve the folder from the sender
CachedUserInfo senderUserInfo = CommsManager.UserProfileCacheService.GetUserDetails(senderId);
if (null == senderUserInfo)
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Failed to find sending user {0} for folder {1}", senderId, folderId);
return null;
}
if (!senderUserInfo.HasReceivedInventory)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Could not give inventory folder - have not yet received inventory for {0}",
senderId);
return null;
}
InventoryFolderImpl folder = senderUserInfo.RootFolder.FindFolder(folderId);
if (null == folder)
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find inventory folder {0} to give", folderId);
return null;
}
CachedUserInfo recipientUserInfo
= CommsManager.UserProfileCacheService.GetUserDetails(recipientId);
if (null == recipientUserInfo)
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Failed to find receiving user {0} for folder {1}", recipientId, folderId);
return null;
}
if (recipientParentFolderId == UUID.Zero)
recipientParentFolderId = recipientUserInfo.RootFolder.ID;
UUID newFolderId = UUID.Random();
recipientUserInfo.CreateFolder(folder.Name, newFolderId, (ushort)folder.Type, recipientParentFolderId);
// XXX: Messy - we should really get this back in the CreateFolder call
InventoryFolderImpl copiedFolder = recipientUserInfo.RootFolder.FindFolder(newFolderId);
// Give all the subfolders
List<InventoryFolderImpl> subFolders = folder.RequestListOfFolderImpls();
foreach (InventoryFolderImpl childFolder in subFolders)
{
GiveInventoryFolder(recipientId, senderId, childFolder.ID, copiedFolder.ID);
}
// Give all the items
List<InventoryItemBase> items = folder.RequestListOfItems();
foreach (InventoryItemBase item in items)
{
GiveInventoryItem(recipientId, senderId, item.ID, copiedFolder.ID);
}
return copiedFolder;
}
public void CopyInventoryItem(IClientAPI remoteClient, uint callbackID, UUID oldAgentID, UUID oldItemID,
UUID newFolderID, string newName)

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@ -538,6 +538,9 @@ namespace OpenSim.Region.Environment.Scenes.Tests
public virtual void SendBulkUpdateInventory(InventoryItemBase item)
{
}
public void SendBulkUpdateInventory(InventoryFolderBase folderBase)
{}
public UUID GetDefaultAnimation(string name)
{
@ -561,8 +564,8 @@ namespace OpenSim.Region.Environment.Scenes.Tests
int PriceParcelClaim, float PriceParcelClaimFactor, int PriceParcelRent, int PricePublicObjectDecay,
int PricePublicObjectDelete, int PriceRentLight, int PriceUpload, int TeleportMinPrice, float TeleportPriceExponent)
{
}
public virtual void SendNameReply(UUID profileId, string firstname, string lastname)
{
}

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@ -537,6 +537,9 @@ namespace OpenSim.Region.Examples.SimpleModule
public virtual void SendBulkUpdateInventory(InventoryItemBase item)
{
}
public void SendBulkUpdateInventory(InventoryFolderBase folderBase)
{}
public UUID GetDefaultAnimation(string name)
{