* Minor: If a user exists but has no inventory in standalone, automatically create new inventory folders
* This mirrors the grid behaviour0.6.0-stable
parent
48fc4ee059
commit
93303072dd
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@ -79,7 +79,7 @@ namespace OpenSim.Framework.Communications
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// See IInventoryServices
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// See IInventoryServices
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public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
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public List<InventoryFolderBase> GetInventorySkeleton(LLUUID userId)
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{
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{
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m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
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// m_log.DebugFormat("[AGENT INVENTORY]: Getting inventory skeleton for {0}", userId);
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InventoryFolderBase rootFolder = RequestRootFolder(userId);
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InventoryFolderBase rootFolder = RequestRootFolder(userId);
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@ -90,6 +90,7 @@ namespace OpenSim.Framework.Communications
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}
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}
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List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
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List<InventoryFolderBase> userFolders = new List<InventoryFolderBase>();
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userFolders.Add(rootFolder);
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userFolders.Add(rootFolder);
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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foreach (KeyValuePair<string, IInventoryData> plugin in m_plugins)
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@ -299,7 +299,7 @@ namespace OpenSim.Grid.UserServer
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// In theory, the user will only ever be missing a root folder in situations where a grid
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// In theory, the user will only ever be missing a root folder in situations where a grid
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// which didn't previously run a grid wide inventory server is being transitioned to one
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// which didn't previously run a grid wide inventory server is being transitioned to one
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// which does.
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// which does.
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if (null == folders | folders.Count == 0)
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if (null == folders || folders.Count == 0)
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{
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{
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m_log.Warn(
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m_log.Warn(
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"[LOGIN]: " +
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"[LOGIN]: " +
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@ -217,8 +217,13 @@ namespace OpenSim.Region.Communications.Local
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{
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{
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List<InventoryFolderBase> folders = m_Parent.InventoryService.GetInventorySkeleton(userID);
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List<InventoryFolderBase> folders = m_Parent.InventoryService.GetInventorySkeleton(userID);
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if (folders.Count > 0)
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// If we have user auth but no inventory folders for some reason, create a new set of folders.
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if (null == folders || 0 == folders.Count)
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{
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{
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m_Parent.InventoryService.CreateNewUserInventory(userID);
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folders = m_Parent.InventoryService.GetInventorySkeleton(userID);
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}
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LLUUID rootID = LLUUID.Zero;
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LLUUID rootID = LLUUID.Zero;
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ArrayList AgentInventoryArray = new ArrayList();
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ArrayList AgentInventoryArray = new ArrayList();
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Hashtable TempHash;
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Hashtable TempHash;
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@ -236,28 +241,8 @@ namespace OpenSim.Region.Communications.Local
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TempHash["folder_id"] = InvFolder.folderID.ToString();
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TempHash["folder_id"] = InvFolder.folderID.ToString();
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AgentInventoryArray.Add(TempHash);
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AgentInventoryArray.Add(TempHash);
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}
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}
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return new InventoryData(AgentInventoryArray, rootID);
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return new InventoryData(AgentInventoryArray, rootID);
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}
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}
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else
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{
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AgentInventory userInventory = new AgentInventory();
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userInventory.CreateRootFolder(userID);
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ArrayList AgentInventoryArray = new ArrayList();
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Hashtable TempHash;
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foreach (InventoryFolder InvFolder in userInventory.InventoryFolders.Values)
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{
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TempHash = new Hashtable();
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TempHash["name"] = InvFolder.FolderName;
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TempHash["parent_id"] = InvFolder.ParentID.ToString();
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TempHash["version"] = (Int32) InvFolder.Version;
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TempHash["type_default"] = (Int32) InvFolder.DefaultType;
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TempHash["folder_id"] = InvFolder.FolderID.ToString();
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AgentInventoryArray.Add(TempHash);
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}
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return new InventoryData(AgentInventoryArray, userInventory.InventoryRoot.FolderID);
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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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@ -1208,6 +1208,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="flags"></param>
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/// <param name="flags"></param>
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public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
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public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
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{
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{
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m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
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List<EntityBase> EntityList = GetEntities();
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List<EntityBase> EntityList = GetEntities();
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SceneObjectGroup originPrim = null;
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SceneObjectGroup originPrim = null;
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