diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index f46d9f74d2..19c774f7c6 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -275,19 +275,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer { if (m_TransferModule != null) m_TransferModule.SendInstantMessage(im, delegate(bool success) { - // Send BulkUpdateInventory - IInventoryService invService = scene.InventoryService; - UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip - InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId); - folder = invService.GetFolder(folder); + // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011 + // and is apparently supposed to fix bulk inventory updates after accepting items. But + // instead it appears to cause two copies of an accepted folder for the receiving user in + // at least some cases. Folder/item update is already done when the offer is made (see code above) - ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID)); - - // If the user has left the scene by the time the message comes back then we can't send - // them the update. - if (fromUser != null) - fromUser.ControllingClient.SendBulkUpdateInventory(folder); +// // Send BulkUpdateInventory +// IInventoryService invService = scene.InventoryService; +// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip +// +// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId); +// folder = invService.GetFolder(folder); +// +// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID)); +// +// // If the user has left the scene by the time the message comes back then we can't send +// // them the update. +// if (fromUser != null) +// fromUser.ControllingClient.SendBulkUpdateInventory(folder); }); } }