diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index 582aac4763..bcb7f42f42 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -300,76 +300,74 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer } } - // Disabled for now as it looks like http://opensimulator.org/mantis/view.php?id=6311 was fixed by fixes - // to inventory folder versioning allowing the viewer to move the received folder itself as happens on the - // LL grid. Doing it again server-side then wrongly does a second create and move -// // XXX: This code was placed here to try and accomdate RLV which moves given folders named #RLV/~ -// // to a folder called name in #RLV. However, this approach may not be ultimately correct - from analysis -// // of Firestorm 4.2.2 on sending an InventoryOffered instead of TaskInventoryOffered (as was previously -// // done), the viewer itself would appear to move and rename the folder, rather than the simulator doing it here. -// else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted) -// { -// UUID destinationFolderID = UUID.Zero; -// -// if (im.binaryBucket != null && im.binaryBucket.Length >= 16) -// { -// destinationFolderID = new UUID(im.binaryBucket, 0); -// } -// -// if (destinationFolderID != UUID.Zero) -// { -// InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId); -// if (destinationFolder == null) -// { -// m_log.WarnFormat( -// "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist", -// client.Name, scene.Name, destinationFolderID); -// -// return; -// } -// -// IInventoryService invService = scene.InventoryService; -// -// UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip -// -// InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId); -// item = invService.GetItem(item); -// InventoryFolderBase folder = null; -// UUID? previousParentFolderID = null; -// -// if (item != null) // It's an item -// { -// previousParentFolderID = item.Folder; -// item.Folder = destinationFolderID; -// -// invService.DeleteItems(item.Owner, new List() { item.ID }); -// scene.AddInventoryItem(client, item); -// } -// else -// { -// folder = new InventoryFolderBase(inventoryID, client.AgentId); -// folder = invService.GetFolder(folder); -// -// if (folder != null) // It's a folder -// { -// previousParentFolderID = folder.ParentID; -// folder.ParentID = destinationFolderID; -// invService.MoveFolder(folder); -// } -// } -// -// // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code). -// if (previousParentFolderID != null) -// { -// InventoryFolderBase previousParentFolder -// = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId); -// previousParentFolder = invService.GetFolder(previousParentFolder); -// scene.SendInventoryUpdate(client, previousParentFolder, true, true); -// -// scene.SendInventoryUpdate(client, destinationFolder, true, true); -// } -// } -// } + // XXX: This code was placed here to try and accomodate RLV which moves given folders named #RLV/~ + // to the requested folder, which in this case is #RLV. However, it is the viewer that appears to be + // response from renaming the #RLV/~example folder to ~example. For some reason this is not yet + // happening, possibly because we are not sending the correct inventory update messages with the correct + // transaction IDs + else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted) + { + UUID destinationFolderID = UUID.Zero; + + if (im.binaryBucket != null && im.binaryBucket.Length >= 16) + { + destinationFolderID = new UUID(im.binaryBucket, 0); + } + + if (destinationFolderID != UUID.Zero) + { + InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId); + if (destinationFolder == null) + { + m_log.WarnFormat( + "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist", + client.Name, scene.Name, destinationFolderID); + + return; + } + + IInventoryService invService = scene.InventoryService; + + UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip + + InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId); + item = invService.GetItem(item); + InventoryFolderBase folder = null; + UUID? previousParentFolderID = null; + + if (item != null) // It's an item + { + previousParentFolderID = item.Folder; + item.Folder = destinationFolderID; + + invService.DeleteItems(item.Owner, new List() { item.ID }); + scene.AddInventoryItem(client, item); + } + else + { + folder = new InventoryFolderBase(inventoryID, client.AgentId); + folder = invService.GetFolder(folder); + + if (folder != null) // It's a folder + { + previousParentFolderID = folder.ParentID; + folder.ParentID = destinationFolderID; + invService.MoveFolder(folder); + } + } + + // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code). + if (previousParentFolderID != null) + { + InventoryFolderBase previousParentFolder + = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId); + previousParentFolder = invService.GetFolder(previousParentFolder); + scene.SendInventoryUpdate(client, previousParentFolder, true, true); + + scene.SendInventoryUpdate(client, destinationFolder, true, true); + } + } + } else if ( im.dialog == (byte)InstantMessageDialog.InventoryDeclined || im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)