* Removing polling delay for non-CAPS inventory fetch if the client has not yet received data from the inventory service
* Replaced instead with the system now used by other requests where the fetch request is placed on a queue and service when the data comes in0.6.0-stable
parent
835e44b987
commit
3f345bf685
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@ -42,7 +42,10 @@ namespace OpenSim.Framework.Communications.Cache
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internal delegate void CreateFolderDelegate(string folderName, LLUUID folderID, ushort folderType, LLUUID parentID);
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internal delegate void MoveFolderDelegate(LLUUID folderID, LLUUID parentID);
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internal delegate void PurgeFolderDelegate(LLUUID folderID);
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internal delegate void UpdateFolderDelegate(string name, LLUUID folderID, ushort type, LLUUID parentID);
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internal delegate void UpdateFolderDelegate(string name, LLUUID folderID, ushort type, LLUUID parentID);
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internal delegate void SendInventoryDescendentsDelegate(
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IClientAPI client, LLUUID folderID, bool fetchFolders, bool fetchItems);
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/// <summary>
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/// Stores user profile and inventory data received from backend services for a particular user.
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@ -557,6 +560,52 @@ namespace OpenSim.Framework.Communications.Cache
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return false;
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}
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/// <summary>
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/// Send details of the inventory items and/or folders in a given folder to the client.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="folderID"></param>
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/// <param name="fetchFolders"></param>
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/// <param name="fetchItems"></param>
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/// <returns>true if the request was queued or successfully processed, false otherwise</returns>
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public bool SendInventoryDecendents(IClientAPI client, LLUUID folderID, bool fetchFolders, bool fetchItems)
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{
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if (HasInventory)
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{
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InventoryFolderImpl folder;
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if ((folder = RootFolder.FindFolder(folderID)) != null)
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{
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Found folder {0} for client {1}",
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// folderID, remoteClient.AgentId);
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client.SendInventoryFolderDetails(
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client.AgentId, folderID, folder.RequestListOfItems(),
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folder.RequestListOfFolders(), fetchFolders, fetchItems);
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return true;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Could not find folder {0} requested by user {1} {2}",
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folderID, client.Name, client.AgentId);
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return false;
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}
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}
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else
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{
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AddRequest(
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new InventoryRequest(
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Delegate.CreateDelegate(typeof(SendInventoryDescendentsDelegate), this, "SendInventoryDecendents"),
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new object[] { client, folderID, fetchFolders, fetchItems }));
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return true;
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}
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}
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}
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/// <summary>
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@ -247,7 +247,7 @@ namespace OpenSim.Framework.Communications.Cache
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public void HandleFetchInventoryDescendents(IClientAPI remoteClient, LLUUID folderID, LLUUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder)
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{
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// XXX We're not handling sortOrder yet!
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// FIXME MAYBE: We're not handling sortOrder!
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InventoryFolderImpl fold = null;
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if ((fold = libraryRoot.FindFolder(folderID)) != null)
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@ -262,68 +262,14 @@ namespace OpenSim.Framework.Communications.Cache
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CachedUserInfo userProfile;
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if (m_userProfiles.TryGetValue(remoteClient.AgentId, out userProfile))
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{
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// XXX: When a client crosses into a scene, their entire inventory is fetched
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// asynchronously. However, if the client is logging on and does not have a cached root
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// folder, then the root folder request usually comes in *before* the async completes, leading to
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// inventory failure.
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//
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// This is a crude way of dealing with that by retrying the lookup.
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//BUG: This should be replaced with a async event.
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if (!userProfile.HasInventory)
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{
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int attempts = 5;
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while (attempts-- > 0)
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{
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Thread.Sleep(2000);
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if (userProfile.HasInventory)
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{
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break;
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}
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}
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}
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if (userProfile.HasInventory)
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{
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if ((fold = userProfile.RootFolder.FindFolder(folderID)) != null)
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{
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Found folder {0} for client {1}",
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// folderID, remoteClient.AgentId);
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remoteClient.SendInventoryFolderDetails(
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remoteClient.AgentId, folderID, fold.RequestListOfItems(),
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fold.RequestListOfFolders(), fetchFolders, fetchItems);
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return;
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}
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else
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{
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m_log.WarnFormat(
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"[AGENT INVENTORY]: Could not find folder {0} requested by user {1} {2}",
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folderID, remoteClient.Name, remoteClient.AgentId);
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}
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}
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else
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{
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m_log.ErrorFormat("[AGENT INVENTORY]: Could not find root folder for user {0}", remoteClient.Name);
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return;
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}
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userProfile.SendInventoryDecendents(remoteClient, folderID, fetchFolders, fetchItems);
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}
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Could not find user profile for {0} {1}",
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remoteClient.Name, remoteClient.AgentId);
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return;
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}
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// If we've reached this point then we couldn't find the folder, even though the client thinks
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// it exists
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m_log.ErrorFormat("[AGENT INVENTORY]: Could not find folder {0} for user {1}",
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folderID, remoteClient.Name);
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}
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}
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/// <summary>
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@ -345,7 +291,7 @@ namespace OpenSim.Framework.Communications.Cache
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// "[INVENTORY CACHE]: Fetching folders ({0}), items ({1}) from {2} for agent {3}",
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// fetchFolders, fetchItems, folderID, agentID);
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// XXX We're not handling sortOrder yet!
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// FIXME MAYBE: We're not handling sortOrder!
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InventoryFolderImpl fold;
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if ((fold = libraryRoot.FindFolder(folderID)) != null)
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@ -56,10 +56,13 @@ namespace OpenSim.Grid.InventoryServer
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/// <param name="rawUserID"></param>
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/// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
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public InventoryCollection GetUserInventory(Guid rawUserID)
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{
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{
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LLUUID userID = new LLUUID(rawUserID);
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m_log.InfoFormat("[GRID AGENT INVENTORY]: Processing request for inventory of {0}", userID);
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// Uncomment me to simulate a slow responding inventory server
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//Thread.Sleep(16000);
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InventoryCollection invCollection = new InventoryCollection();
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