* Inserting code to prepare to fix trash emptying and the edit texture inventory (again)
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)0.6.0-stable
parent
79209c4297
commit
872184fa2a
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@ -1150,6 +1150,9 @@ namespace OpenSim.Region.ClientStack
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List<InventoryFolderBase> folders,
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bool fetchFolders, bool fetchItems)
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{
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// XXX Very temporarily, always fetch the folders
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fetchFolders = true;
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// An inventory descendents packet consists of a single agent section and an inventory details
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// section for each inventory item. The size of each inventory item is approximately 550 bytes.
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// In theory, UDP has a maximum packet size of 64k, so it should be possible to send descendent
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@ -1163,13 +1166,11 @@ namespace OpenSim.Region.ClientStack
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int MAX_ITEMS_PER_PACKET = 6;
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Encoding enc = Encoding.ASCII;
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InventoryDescendentsPacket descend;
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int i;
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int count;
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uint FULL_MASK_PERMISSIONS = 2147483647;
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if (fetchItems)
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{
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descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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InventoryDescendentsPacket descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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if (items.Count < MAX_ITEMS_PER_PACKET)
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{
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@ -1191,8 +1192,8 @@ namespace OpenSim.Region.ClientStack
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descend.AgentData.Descendents += folders.Count;
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}
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count = 0;
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i = 0;
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int count = 0;
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int i = 0;
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foreach (InventoryItemBase item in items)
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{
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descend.ItemData[i] = new InventoryDescendentsPacket.ItemDataBlock();
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@ -1207,14 +1208,14 @@ namespace OpenSim.Region.ClientStack
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descend.ItemData[i].FolderID = item.parentFolderID;
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descend.ItemData[i].GroupID = new LLUUID("00000000-0000-0000-0000-000000000000");
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descend.ItemData[i].GroupMask = 0;
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descend.ItemData[i].InvType = (sbyte)item.invType;
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descend.ItemData[i].InvType = (sbyte) item.invType;
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descend.ItemData[i].Name = Helpers.StringToField(item.inventoryName);
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descend.ItemData[i].NextOwnerMask = item.inventoryNextPermissions;
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descend.ItemData[i].OwnerID = item.avatarID;
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descend.ItemData[i].OwnerMask = item.inventoryCurrentPermissions;
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descend.ItemData[i].SalePrice = 0;
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descend.ItemData[i].SaleType = 0;
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descend.ItemData[i].Type = (sbyte)item.assetType;
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descend.ItemData[i].Type = (sbyte) item.assetType;
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descend.ItemData[i].CRC =
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Helpers.InventoryCRC(descend.ItemData[i].CreationDate, descend.ItemData[i].SaleType,
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descend.ItemData[i].InvType, descend.ItemData[i].Type,
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@ -1257,68 +1258,69 @@ namespace OpenSim.Region.ClientStack
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}
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//send subfolders
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descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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if (folders.Count < MAX_ITEMS_PER_PACKET)
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if (fetchFolders)
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{
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descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[folders.Count];
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descend.AgentData.Descendents = folders.Count;
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}
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else
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{
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descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[MAX_ITEMS_PER_PACKET];
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descend.AgentData.Descendents = MAX_ITEMS_PER_PACKET;
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}
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InventoryDescendentsPacket descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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// Not sure if this scenario ever actually occurs, but nonetheless we include the items
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// count even if we're not sending item data for the same reasons as above.
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if (!fetchItems)
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{
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descend.AgentData.Descendents += items.Count;
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}
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i = 0;
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count = 0;
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foreach (InventoryFolderBase folder in folders)
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{
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descend.FolderData[i] = new InventoryDescendentsPacket.FolderDataBlock();
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descend.FolderData[i].FolderID = folder.folderID;
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descend.FolderData[i].Name = Helpers.StringToField(folder.name);
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descend.FolderData[i].ParentID = folder.parentID;
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descend.FolderData[i].Type = (sbyte)folder.type;
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i++;
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count++;
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if (i == MAX_ITEMS_PER_PACKET)
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if (folders.Count < MAX_ITEMS_PER_PACKET)
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{
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OutPacket(descend, ThrottleOutPacketType.Asset);
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descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[folders.Count];
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descend.AgentData.Descendents = folders.Count;
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}
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else
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{
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descend.FolderData = new InventoryDescendentsPacket.FolderDataBlock[MAX_ITEMS_PER_PACKET];
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descend.AgentData.Descendents = MAX_ITEMS_PER_PACKET;
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}
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if ((folders.Count - count) > 0)
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// Not sure if this scenario ever actually occurs, but nonetheless we include the items
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// count even if we're not sending item data for the same reasons as above.
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if (!fetchItems)
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{
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descend.AgentData.Descendents += items.Count;
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}
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int i = 0;
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int count = 0;
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foreach (InventoryFolderBase folder in folders)
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{
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descend.FolderData[i] = new InventoryDescendentsPacket.FolderDataBlock();
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descend.FolderData[i].FolderID = folder.folderID;
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descend.FolderData[i].Name = Helpers.StringToField(folder.name);
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descend.FolderData[i].ParentID = folder.parentID;
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descend.FolderData[i].Type = (sbyte) folder.type;
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i++;
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count++;
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if (i == MAX_ITEMS_PER_PACKET)
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{
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descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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if ((folders.Count - count) < MAX_ITEMS_PER_PACKET)
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OutPacket(descend, ThrottleOutPacketType.Asset);
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if ((folders.Count - count) > 0)
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{
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descend.FolderData =
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new InventoryDescendentsPacket.FolderDataBlock[folders.Count - count];
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descend.AgentData.Descendents = folders.Count - count;
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descend = CreateInventoryDescendentsPacket(ownerID, folderID);
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if ((folders.Count - count) < MAX_ITEMS_PER_PACKET)
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{
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descend.FolderData =
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new InventoryDescendentsPacket.FolderDataBlock[folders.Count - count];
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descend.AgentData.Descendents = folders.Count - count;
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}
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else
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{
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descend.FolderData =
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new InventoryDescendentsPacket.FolderDataBlock[MAX_ITEMS_PER_PACKET];
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descend.AgentData.Descendents = MAX_ITEMS_PER_PACKET;
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}
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i = 0;
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}
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else
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{
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descend.FolderData =
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new InventoryDescendentsPacket.FolderDataBlock[MAX_ITEMS_PER_PACKET];
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descend.AgentData.Descendents = MAX_ITEMS_PER_PACKET;
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}
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i = 0;
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}
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}
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}
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if (i < MAX_ITEMS_PER_PACKET)
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{
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OutPacket(descend, ThrottleOutPacketType.Asset);
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if (i < MAX_ITEMS_PER_PACKET)
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{
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OutPacket(descend, ThrottleOutPacketType.Asset);
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}
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}
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}
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private InventoryDescendentsPacket CreateInventoryDescendentsPacket(LLUUID ownerID, LLUUID folderID)
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