diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs index ae95821dc2..217217e25e 100644 --- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs +++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs @@ -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) diff --git a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs index a086c0e7ff..e91a4b8b88 100644 --- a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs +++ b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs @@ -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 /// /// /// An empty InventoryCollection if the inventory look up failed - 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 linkedItemsToAdd = new List(); + + 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 linkedItemFolderIdsToSend = new HashSet(); + 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 { diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2349e4094c..280fdc7adb 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -113,6 +113,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; } +// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); + List attachments = sp.Appearance.GetAttachments(); foreach (AvatarAttachment attach in attachments) {