Add commented log lines to FetchInventoryDescendents2 path for future use.

Haven't been able to resolve issue where attachments are removed by the viewer on relog on a localhost
iar_mods
Justin Clark-Casey (justincc) 2011-12-09 22:32:28 +00:00
parent 63fe673af1
commit 4e9f50b878
3 changed files with 95 additions and 4 deletions

View File

@ -221,6 +221,7 @@ namespace OpenSim.Capabilities.Handlers
int start, end;
if (TryParseRange(range, out start, out end))
{
// Before clamping start make sure we can satisfy it in order to avoid
// sending back the last byte instead of an error status
if (start >= texture.Data.Length)
@ -266,9 +267,14 @@ namespace OpenSim.Capabilities.Handlers
response.Body.Write(texture.Data, 0, texture.Data.Length);
}
// m_log.DebugFormat(
// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
// if (response.StatusCode < 200 || response.StatusCode > 299)
// m_log.WarnFormat(
// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
// else
// m_log.DebugFormat(
// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
}
private bool TryParseRange(string header, out int start, out int end)

View File

@ -181,6 +181,15 @@ namespace OpenSim.Capabilities.Handlers
contents.descendents = contents.items.Array.Count + contents.categories.Array.Count;
contents.version = version;
// m_log.DebugFormat(
// "[WEB FETCH INV DESC HANDLER]: Replying to request for folder {0} (fetch items {1}, fetch folders {2}) with {3} items and {4} folders for agent {5}",
// invFetch.folder_id,
// invFetch.fetch_items,
// invFetch.fetch_folders,
// contents.items.Array.Count,
// contents.categories.Array.Count,
// invFetch.owner_id);
return reply;
}
@ -195,7 +204,7 @@ namespace OpenSim.Capabilities.Handlers
/// <param name="sortOrder"></param>
/// <param name="version"></param>
/// <returns>An empty InventoryCollection if the inventory look up failed</returns>
public InventoryCollection Fetch(
private InventoryCollection Fetch(
UUID agentID, UUID folderID, UUID ownerID,
bool fetchFolders, bool fetchItems, int sortOrder, out int version)
{
@ -228,8 +237,82 @@ namespace OpenSim.Capabilities.Handlers
containingFolder.ID = folderID;
containingFolder.Owner = agentID;
containingFolder = m_InventoryService.GetFolder(containingFolder);
if (containingFolder != null)
{
version = containingFolder.Version;
if (fetchItems)
{
/*
List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
foreach (InventoryItemBase item in contents.Items)
{
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link && linkedItem.AssetType == (int)AssetType.Object)
linkedItemsToAdd.Add(linkedItem);
}
}
foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
{
m_log.DebugFormat(
"[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}",
linkedItem.Name, folderID, agentID);
contents.Items.Insert(0, linkedItem);
}
*/
/*
// If the folder requested contains links, then we need to send those folders first, otherwise the links
// will be broken in the viewer.
HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
foreach (InventoryItemBase item in contents.Items)
{
if (item.AssetType == (int)AssetType.Link)
{
InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
// Take care of genuinely broken links where the target doesn't exist
// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
// rather than having to keep track of every folder requested in the recursion.
if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
{
// We don't need to send the folder if source and destination of the link are in the same
// folder.
if (linkedItem.Folder != containingFolder.ID)
linkedItemFolderIdsToSend.Add(linkedItem.Folder);
}
}
}
foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
{
m_log.DebugFormat(
"[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}",
linkedItemFolderId, folderID, agentID);
int dummyVersion;
InventoryCollection linkedCollection
= Fetch(
agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion);
contents.Folders.AddRange(linkedCollection.Folders);
contents.Items.AddRange(linkedCollection.Items);
}
*/
}
}
}
else
{

View File

@ -113,6 +113,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
}
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{