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