Refix bug where inventory textures don't appear in prim edit texture selection box

unless previously expanded in inventory.
afrisby
Justin Clarke Casey 2007-12-21 19:47:45 +00:00
parent 13f85c9d82
commit 42bc256e4f
4 changed files with 160 additions and 113 deletions

View File

@ -176,11 +176,14 @@ namespace OpenSim.Framework.Communications.Cache
public void HandleFetchInventoryDescendents(IClientAPI remoteClient, LLUUID folderID, LLUUID ownerID,
bool fetchFolders, bool fetchItems, int sortOrder)
{
// XXX We're not handling sortOrder yet!
InventoryFolderImpl fold = null;
if (folderID == libraryRoot.folderID)
{
remoteClient.SendInventoryFolderDetails(libraryRoot.agentID, libraryRoot.folderID,
libraryRoot.RequestListOfItems(), libraryRoot.RequestListOfFolders(), libraryRoot.SubFoldersCount);
remoteClient.SendInventoryFolderDetails(
libraryRoot.agentID, libraryRoot.folderID, libraryRoot.RequestListOfItems(),
libraryRoot.RequestListOfFolders(), fetchFolders, fetchItems);
return;
}
@ -188,7 +191,9 @@ namespace OpenSim.Framework.Communications.Cache
if ((fold = libraryRoot.HasSubFolder(folderID)) != null)
{
System.Console.WriteLine("fetching librarysubfolder");
remoteClient.SendInventoryFolderDetails(libraryRoot.agentID, folderID, fold.RequestListOfItems(), fold.RequestListOfFolders(), fold.SubFoldersCount);
remoteClient.SendInventoryFolderDetails(
libraryRoot.agentID, folderID, fold.RequestListOfItems(),
fold.RequestListOfFolders(), fetchFolders, fetchItems);
return;
}
@ -203,15 +208,19 @@ namespace OpenSim.Framework.Communications.Cache
System.Console.Write("fetching root folder");
if (fetchItems)
{
remoteClient.SendInventoryFolderDetails(remoteClient.AgentId, folderID,
userProfile.RootFolder.RequestListOfItems(), userProfile.RootFolder.RequestListOfFolders(), userProfile.RootFolder.SubFoldersCount);
remoteClient.SendInventoryFolderDetails(
remoteClient.AgentId, folderID, userProfile.RootFolder.RequestListOfItems(),
userProfile.RootFolder.RequestListOfFolders(),
fetchFolders, fetchItems);
}
}
else
{
if ((fold = userProfile.RootFolder.HasSubFolder(folderID)) != null)
{
remoteClient.SendInventoryFolderDetails(remoteClient.AgentId, folderID, fold.RequestListOfItems(), fold.RequestListOfFolders(), fold.SubFoldersCount);
remoteClient.SendInventoryFolderDetails(
remoteClient.AgentId, folderID, fold.RequestListOfItems(),
fold.RequestListOfFolders(), fetchFolders, fetchItems);
return;
}
}

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@ -540,7 +540,9 @@ namespace OpenSim.Framework
void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position,
LLQuaternion rotation, LLVector3 velocity, LLVector3 rotationalvelocity);
void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, int subFoldersCount);
void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items,
List<InventoryFolderBase> folders, bool fetchFolders,
bool fetchItems);
void SendInventoryItemDetails(LLUUID ownerID, InventoryItemBase item);
/// <summary>

View File

@ -898,136 +898,168 @@ namespace OpenSim.Region.ClientStack
/// <summary>
/// Send information about the items contained in a folder to the client.
///
/// XXX This method needs some refactoring loving
/// </summary>
/// <param name="ownerID">The owner of the folder</param>
/// <param name="folderID">The id of the folder</param>
/// <param name="items">The items contained in the folder identified by folderID</param>
/// <param name="subFoldersCount">The number of subfolders contained in the given folder. This is necessary since
/// the client is expecting inventory packets which incorporate this number into the descendents field, even though
/// we send back no details of the folders themselves (only the items).</param>
public void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, int subFoldersCount)
/// <param name="fetchFolders">Do we need to send folder information?</param>
/// <param name="fetchItems">Do we need to send item information?</param>
public void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items,
List<InventoryFolderBase> folders,
bool fetchFolders, bool fetchItems)
{
Encoding enc = Encoding.ASCII;
uint FULL_MASK_PERMISSIONS = 2147483647;
InventoryDescendentsPacket descend = CreateInventoryDescendentsPacket(ownerID, folderID);
int count = 0;
if (items.Count < 40)
if (fetchItems)
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[items.Count];
// In the very first packet, also include the sub folders count so that the total descendents the
// client receives matches its expectations. Subsequent inventory packets need contain only the count
// of the number of items actually in them.
descend.AgentData.Descendents = items.Count + subFoldersCount;
}
else
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[40];
// In the very first packet, also include the sub folders count so that the total descendents the
// client receives matches its expectations. Subsequent inventory packets need contain only the count
// of the number of items actually in them.
descend.AgentData.Descendents = 40 + subFoldersCount;
}
int i = 0;
foreach (InventoryItemBase item in items)
{
descend.ItemData[i] = new InventoryDescendentsPacket.ItemDataBlock();
descend.ItemData[i].ItemID = item.inventoryID;
descend.ItemData[i].AssetID = item.assetID;
descend.ItemData[i].CreatorID = item.creatorsID;
descend.ItemData[i].BaseMask = item.inventoryBasePermissions;
descend.ItemData[i].CreationDate = 1000;
descend.ItemData[i].Description = Helpers.StringToField(item.inventoryDescription);
descend.ItemData[i].EveryoneMask = item.inventoryEveryOnePermissions;
descend.ItemData[i].Flags = 1;
descend.ItemData[i].FolderID = item.parentFolderID;
descend.ItemData[i].GroupID = new LLUUID("00000000-0000-0000-0000-000000000000");
descend.ItemData[i].GroupMask = 0;
descend.ItemData[i].InvType = (sbyte)item.invType;
descend.ItemData[i].Name = Helpers.StringToField(item.inventoryName);
descend.ItemData[i].NextOwnerMask = item.inventoryNextPermissions;
descend.ItemData[i].OwnerID = item.avatarID;
descend.ItemData[i].OwnerMask = item.inventoryCurrentPermissions;
descend.ItemData[i].SalePrice = 0;
descend.ItemData[i].SaleType = 0;
descend.ItemData[i].Type = (sbyte)item.assetType;
descend.ItemData[i].CRC =
Helpers.InventoryCRC(descend.ItemData[i].CreationDate, descend.ItemData[i].SaleType,
descend.ItemData[i].InvType, descend.ItemData[i].Type,
descend.ItemData[i].AssetID, descend.ItemData[i].GroupID, descend.ItemData[i].SalePrice,
descend.ItemData[i].OwnerID, descend.ItemData[i].CreatorID,
descend.ItemData[i].ItemID, descend.ItemData[i].FolderID, descend.ItemData[i].EveryoneMask,
descend.ItemData[i].Flags, descend.ItemData[i].OwnerMask, descend.ItemData[i].GroupMask, item.inventoryCurrentPermissions);
i++;
count++;
if (i == 40)
InventoryDescendentsPacket descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if (items.Count < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
if ((items.Count - count) > 0)
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[items.Count];
descend.AgentData.Descendents = items.Count;
}
else
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[40];
descend.AgentData.Descendents = 40;
}
// Even if we aren't fetching the folders, we still need to include the folder count
// in the total number of descendents. Failure to do so will cause subtle bugs such
// as the failure of textures which haven't been expanded in inventory to show up
// in the texture prim edit selection panel.
if (!fetchFolders)
{
descend.AgentData.Descendents += folders.Count;
}
int count = 0;
int i = 0;
foreach (InventoryItemBase item in items)
{
descend.ItemData[i] = new InventoryDescendentsPacket.ItemDataBlock();
descend.ItemData[i].ItemID = item.inventoryID;
descend.ItemData[i].AssetID = item.assetID;
descend.ItemData[i].CreatorID = item.creatorsID;
descend.ItemData[i].BaseMask = item.inventoryBasePermissions;
descend.ItemData[i].CreationDate = 1000;
descend.ItemData[i].Description = Helpers.StringToField(item.inventoryDescription);
descend.ItemData[i].EveryoneMask = item.inventoryEveryOnePermissions;
descend.ItemData[i].Flags = 1;
descend.ItemData[i].FolderID = item.parentFolderID;
descend.ItemData[i].GroupID = new LLUUID("00000000-0000-0000-0000-000000000000");
descend.ItemData[i].GroupMask = 0;
descend.ItemData[i].InvType = (sbyte)item.invType;
descend.ItemData[i].Name = Helpers.StringToField(item.inventoryName);
descend.ItemData[i].NextOwnerMask = item.inventoryNextPermissions;
descend.ItemData[i].OwnerID = item.avatarID;
descend.ItemData[i].OwnerMask = item.inventoryCurrentPermissions;
descend.ItemData[i].SalePrice = 0;
descend.ItemData[i].SaleType = 0;
descend.ItemData[i].Type = (sbyte)item.assetType;
descend.ItemData[i].CRC =
Helpers.InventoryCRC(descend.ItemData[i].CreationDate, descend.ItemData[i].SaleType,
descend.ItemData[i].InvType, descend.ItemData[i].Type,
descend.ItemData[i].AssetID, descend.ItemData[i].GroupID, descend.ItemData[i].SalePrice,
descend.ItemData[i].OwnerID, descend.ItemData[i].CreatorID,
descend.ItemData[i].ItemID, descend.ItemData[i].FolderID, descend.ItemData[i].EveryoneMask,
descend.ItemData[i].Flags, descend.ItemData[i].OwnerMask, descend.ItemData[i].GroupMask, item.inventoryCurrentPermissions);
i++;
count++;
if (i == 40)
{
descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if ((items.Count - count) < 40)
OutPacket(descend, ThrottleOutPacketType.Asset);
if ((items.Count - count) > 0)
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[items.Count - count];
descend.AgentData.Descendents = items.Count - count;
descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if ((items.Count - count) < 40)
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[items.Count - count];
descend.AgentData.Descendents = items.Count - count;
}
else
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[40];
descend.AgentData.Descendents = 40;
}
i = 0;
}
else
{
descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[40];
descend.AgentData.Descendents = 40;
}
i = 0;
}
}
}
if (i < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
if (i < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
}
}
//send subfolders
descend = CreateInventoryDescendentsPacket(ownerID, folderID);
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[folders.Count];
i = 0;
count = 0;
foreach (InventoryFolderBase folder in folders)
if (fetchFolders)
{
descend.FolderData[i] = new InventoryDescendentsPacket.FolderDataBlock();
descend.FolderData[i].FolderID = folder.folderID;
descend.FolderData[i].Name = Helpers.StringToField(folder.name);
descend.FolderData[i].ParentID = folder.parentID;
descend.FolderData[i].Type = (sbyte)folder.type;
i++;
count++;
if (i == 40)
InventoryDescendentsPacket descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if (folders.Count < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[folders.Count];
descend.AgentData.Descendents = folders.Count;
}
else
{
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[40];
descend.AgentData.Descendents = 40;
}
// Not sure if this scenario ever actually occurs, but nonetheless we include the items
// count even if we're not sending item data for the same reasons as above.
if (!fetchItems)
{
descend.AgentData.Descendents += items.Count;
}
int i = 0;
int count = 0;
foreach (InventoryFolderBase folder in folders)
{
descend.FolderData[i] = new InventoryDescendentsPacket.FolderDataBlock();
descend.FolderData[i].FolderID = folder.folderID;
descend.FolderData[i].Name = Helpers.StringToField(folder.name);
descend.FolderData[i].ParentID = folder.parentID;
descend.FolderData[i].Type = (sbyte)folder.type;
if ((folders.Count - count) > 0)
i++;
count++;
if (i == 40)
{
descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if ((folders.Count - count) < 40)
OutPacket(descend, ThrottleOutPacketType.Asset);
if ((folders.Count - count) > 0)
{
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[items.Count - count];
descend.AgentData.Descendents = folders.Count - count;
descend = CreateInventoryDescendentsPacket(ownerID, folderID);
if ((folders.Count - count) < 40)
{
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[folders.Count - count];
descend.AgentData.Descendents = folders.Count - count;
}
else
{
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[40];
descend.AgentData.Descendents = 40;
}
i = 0;
}
else
{
descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[40];
descend.AgentData.Descendents = 40;
}
i = 0;
}
}
}
if (i < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
if (i < 40)
{
OutPacket(descend, ThrottleOutPacketType.Asset);
}
}
}

View File

@ -323,7 +323,11 @@ namespace SimpleApp
{
}
public virtual void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, List<InventoryFolderBase> folders, int subFoldersCount)
public virtual void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID,
List<InventoryItemBase> items,
List<InventoryFolderBase> folders,
bool fetchFolders,
bool fetchItems)
{
}