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 localhostiar_mods
parent
63fe673af1
commit
4e9f50b878
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@ -221,6 +221,7 @@ namespace OpenSim.Capabilities.Handlers
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int start, end;
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int start, end;
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if (TryParseRange(range, out start, out end))
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if (TryParseRange(range, out start, out end))
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{
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{
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// Before clamping start make sure we can satisfy it in order to avoid
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// Before clamping start make sure we can satisfy it in order to avoid
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// sending back the last byte instead of an error status
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// sending back the last byte instead of an error status
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if (start >= texture.Data.Length)
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if (start >= texture.Data.Length)
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@ -266,6 +267,11 @@ namespace OpenSim.Capabilities.Handlers
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response.Body.Write(texture.Data, 0, texture.Data.Length);
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response.Body.Write(texture.Data, 0, texture.Data.Length);
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}
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}
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// if (response.StatusCode < 200 || response.StatusCode > 299)
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// m_log.WarnFormat(
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// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
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// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
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// else
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
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// "[GETTEXTURE]: For texture {0} requested range {1} responded {2} with content length {3} (actual {4})",
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// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
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// texture.FullID, range, response.StatusCode, response.ContentLength, texture.Data.Length);
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@ -181,6 +181,15 @@ namespace OpenSim.Capabilities.Handlers
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contents.descendents = contents.items.Array.Count + contents.categories.Array.Count;
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contents.descendents = contents.items.Array.Count + contents.categories.Array.Count;
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contents.version = version;
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contents.version = version;
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// m_log.DebugFormat(
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// "[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}",
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// invFetch.folder_id,
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// invFetch.fetch_items,
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// invFetch.fetch_folders,
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// contents.items.Array.Count,
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// contents.categories.Array.Count,
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// invFetch.owner_id);
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return reply;
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return reply;
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}
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}
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@ -195,7 +204,7 @@ namespace OpenSim.Capabilities.Handlers
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/// <param name="sortOrder"></param>
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/// <param name="sortOrder"></param>
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/// <param name="version"></param>
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/// <param name="version"></param>
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/// <returns>An empty InventoryCollection if the inventory look up failed</returns>
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/// <returns>An empty InventoryCollection if the inventory look up failed</returns>
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public InventoryCollection Fetch(
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private InventoryCollection Fetch(
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UUID agentID, UUID folderID, UUID ownerID,
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UUID agentID, UUID folderID, UUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder, out int version)
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bool fetchFolders, bool fetchItems, int sortOrder, out int version)
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{
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{
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@ -228,8 +237,82 @@ namespace OpenSim.Capabilities.Handlers
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containingFolder.ID = folderID;
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containingFolder.ID = folderID;
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containingFolder.Owner = agentID;
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containingFolder.Owner = agentID;
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containingFolder = m_InventoryService.GetFolder(containingFolder);
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containingFolder = m_InventoryService.GetFolder(containingFolder);
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if (containingFolder != null)
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if (containingFolder != null)
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{
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version = containingFolder.Version;
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version = containingFolder.Version;
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if (fetchItems)
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{
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/*
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List<InventoryItemBase> linkedItemsToAdd = new List<InventoryItemBase>();
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foreach (InventoryItemBase item in contents.Items)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link && linkedItem.AssetType == (int)AssetType.Object)
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linkedItemsToAdd.Add(linkedItem);
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}
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}
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foreach (InventoryItemBase linkedItem in linkedItemsToAdd)
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{
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m_log.DebugFormat(
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"[WEB FETCH INV DESC HANDLER]: Inserted linked item {0} for link in folder {1} for agent {2}",
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linkedItem.Name, folderID, agentID);
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contents.Items.Insert(0, linkedItem);
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}
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*/
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/*
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// If the folder requested contains links, then we need to send those folders first, otherwise the links
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// will be broken in the viewer.
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HashSet<UUID> linkedItemFolderIdsToSend = new HashSet<UUID>();
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foreach (InventoryItemBase item in contents.Items)
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{
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if (item.AssetType == (int)AssetType.Link)
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{
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InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(item.AssetID));
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// Take care of genuinely broken links where the target doesn't exist
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// HACK: Also, don't follow up links that just point to other links. In theory this is legitimate,
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// but no viewer has been observed to set these up and this is the lazy way of avoiding cycles
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// rather than having to keep track of every folder requested in the recursion.
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if (linkedItem != null && linkedItem.AssetType != (int)AssetType.Link)
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{
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// We don't need to send the folder if source and destination of the link are in the same
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// folder.
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if (linkedItem.Folder != containingFolder.ID)
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linkedItemFolderIdsToSend.Add(linkedItem.Folder);
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}
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}
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}
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foreach (UUID linkedItemFolderId in linkedItemFolderIdsToSend)
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{
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m_log.DebugFormat(
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"[WEB FETCH INV DESC HANDLER]: Recursively fetching folder {0} linked by item in folder {1} for agent {2}",
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linkedItemFolderId, folderID, agentID);
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int dummyVersion;
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InventoryCollection linkedCollection
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= Fetch(
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agentID, linkedItemFolderId, ownerID, fetchFolders, fetchItems, sortOrder, out dummyVersion);
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contents.Folders.AddRange(linkedCollection.Folders);
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contents.Items.AddRange(linkedCollection.Items);
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}
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*/
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}
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}
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}
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}
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else
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else
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{
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{
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@ -113,6 +113,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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return;
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}
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}
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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foreach (AvatarAttachment attach in attachments)
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{
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{
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