refactor: break actual item load in iar into separate method
parent
a0c1836fde
commit
ae92bbcb95
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@ -138,35 +138,18 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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rootDestinationFolder, foldersCreated, nodesLoaded);
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if (TarArchiveReader.TarEntryType.TYPE_DIRECTORY != entryType)
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{
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// Escape back characters
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filePath = filePath.Replace("/", "/");
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filePath = filePath.Replace("&", "&");
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InventoryItemBase item = UserInventoryItemSerializer.Deserialize(data);
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// Don't use the item ID that's in the file
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item.ID = UUID.Random();
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{
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InventoryItemBase item = LoadItem(data, foundFolder);
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UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
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if (UUID.Zero != ospResolvedId)
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item.CreatorIdAsUuid = ospResolvedId;
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else
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item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
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item.Owner = m_userInfo.UserProfile.ID;
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// Reset folder ID to the one in which we want to load it
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item.Folder = foundFolder.ID;
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//m_userInfo.AddItem(item);
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m_scene.InventoryService.AddItem(item);
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successfulItemRestores++;
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// If we're loading an item directly into the given destination folder then we need to record
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// it separately from any loaded root folders
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if (rootDestinationFolder == foundFolder)
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nodesLoaded.Add(item);
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if (item != null)
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{
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successfulItemRestores++;
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// If we're loading an item directly into the given destination folder then we need to record
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// it separately from any loaded root folders
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if (rootDestinationFolder == foundFolder)
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nodesLoaded.Add(item);
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}
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}
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}
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}
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@ -339,6 +322,41 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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*/
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}
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/// <summary>
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/// Load an item from the archive
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/// </summary>
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/// <param name="filePath">The archive path for the item</param>
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/// <param name="data">The raw item data</param>
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/// <param name="rootDestinationFolder">The root destination folder for loaded items</param>
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/// <param name="nodesLoaded">All the inventory nodes (items and folders) loaded so far</param>
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protected InventoryItemBase LoadItem(byte[] data, InventoryFolderBase loadFolder)
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{
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// Escape back characters
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// filePath = filePath.Replace("/", "/");
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// filePath = filePath.Replace("&", "&");
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InventoryItemBase item = UserInventoryItemSerializer.Deserialize(data);
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// Don't use the item ID that's in the file
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item.ID = UUID.Random();
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UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
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if (UUID.Zero != ospResolvedId)
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item.CreatorIdAsUuid = ospResolvedId;
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else
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item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
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item.Owner = m_userInfo.UserProfile.ID;
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// Reset folder ID to the one in which we want to load it
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item.Folder = loadFolder.ID;
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//m_userInfo.AddItem(item);
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m_scene.InventoryService.AddItem(item);
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return item;
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}
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/// <summary>
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/// Load an asset
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/// </summary>
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