Patch for mantis 0000015: Textures don't display in the object
properties window From Justin Casey (IBM)afrisby
parent
95c68a316a
commit
b167507e32
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@ -36,6 +36,13 @@ namespace OpenSim.Framework.Communications.Cache
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public Dictionary<LLUUID, InventoryItemBase> Items = new Dictionary<LLUUID, InventoryItemBase>();
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public Dictionary<LLUUID, InventoryFolderImpl> SubFolders = new Dictionary<LLUUID, InventoryFolderImpl>();
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// Accessors
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public int SubFoldersCount
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{
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get { return SubFolders.Count; }
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}
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// Constructors
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public InventoryFolderImpl(InventoryFolderBase folderbase)
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{
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agentID = folderbase.agentID;
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@ -132,4 +139,4 @@ namespace OpenSim.Framework.Communications.Cache
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return itemList;
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}
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}
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}
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}
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@ -111,6 +111,15 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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/// <summary>
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/// Tell the client about the various child items and folders contained in the requested folder.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="folderID"></param>
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/// <param name="ownerID"></param>
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/// <param name="fetchFolders"></param>
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/// <param name="fetchItems"></param>
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/// <param name="sortOrder"></param>
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public void HandleFecthInventoryDescendents(IClientAPI remoteClient, LLUUID folderID, LLUUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder)
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{
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@ -118,14 +127,14 @@ namespace OpenSim.Framework.Communications.Cache
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if (folderID == libraryRoot.folderID)
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{
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remoteClient.SendInventoryFolderDetails(libraryRoot.agentID, libraryRoot.folderID,
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libraryRoot.RequestListOfItems());
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libraryRoot.RequestListOfItems(), libraryRoot.SubFoldersCount);
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return;
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}
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if ((fold = libraryRoot.HasSubFolder(folderID)) != null)
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{
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remoteClient.SendInventoryFolderDetails(libraryRoot.agentID, folderID, fold.RequestListOfItems());
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remoteClient.SendInventoryFolderDetails(libraryRoot.agentID, folderID, fold.RequestListOfItems(), fold.SubFoldersCount);
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return;
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}
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@ -140,16 +149,16 @@ namespace OpenSim.Framework.Communications.Cache
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if (fetchItems)
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{
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remoteClient.SendInventoryFolderDetails(remoteClient.AgentId, folderID,
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userProfile.RootFolder.RequestListOfItems());
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userProfile.RootFolder.RequestListOfItems(), userProfile.RootFolder.SubFoldersCount);
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}
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}
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else
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{
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InventoryFolderImpl folder = userProfile.RootFolder.HasSubFolder(folderID);
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if ((folder != null) && fetchItems)
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if (fetchItems && folder != null)
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{
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remoteClient.SendInventoryFolderDetails(remoteClient.AgentId, folderID,
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folder.RequestListOfItems());
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remoteClient.SendInventoryFolderDetails(remoteClient.AgentId, folderID, folder.RequestListOfItems(), folder.SubFoldersCount);
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}
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}
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}
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@ -184,4 +193,4 @@ namespace OpenSim.Framework.Communications.Cache
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m_parent.InventoryService.RequestInventoryForUser(userID, userInfo.FolderReceive, userInfo.ItemReceive);
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}
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}
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}
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}
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@ -449,7 +449,7 @@ namespace OpenSim.Framework
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void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position,
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LLQuaternion rotation,LLVector3 velocity, LLVector3 rotationalvelocity);
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void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items);
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void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, int subFoldersCount);
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void SendInventoryItemDetails(LLUUID ownerID, InventoryItemBase item);
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void SendInventoryItemUpdate(InventoryItemBase Item);
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void SendRemoveInventoryItem(LLUUID itemID);
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@ -1031,7 +1031,16 @@ namespace OpenSim.Region.ClientStack
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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public void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items)
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/// <summary>
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/// Send information about the items contained in a folder to the client.
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/// </summary>
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/// <param name="ownerID">The owner of the folder</param>
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/// <param name="folderID">The id of the folder</param>
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/// <param name="items">The items contained in the folder identified by folderID</param>
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/// <param name="subFoldersCount">The number of subfolders contained in the given folder. This is necessary since
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/// the client is expecting inventory packets which incorporate this number into the descendents field, even though
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/// we send back no details of the folders themselves (only the items).</param>
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public void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, int subFoldersCount)
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{
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Encoding enc = Encoding.ASCII;
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uint FULL_MASK_PERMISSIONS = 2147483647;
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@ -1041,13 +1050,20 @@ namespace OpenSim.Region.ClientStack
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if (items.Count < 40)
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{
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descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[items.Count];
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descend.AgentData.Descendents = items.Count;
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// In the very first packet, also include the sub folders count so that the total descendents the
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// client receives matches its expectations. Subsequent inventory packets need contain only the count
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// of the number of items actually in them.
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descend.AgentData.Descendents = items.Count + subFoldersCount;
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}
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else
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{
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descend.ItemData = new InventoryDescendentsPacket.ItemDataBlock[40];
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descend.AgentData.Descendents = 40;
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// In the very first packet, also include the sub folders count so that the total descendents the
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// client receives matches its expectations. Subsequent inventory packets need contain only the count
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// of the number of items actually in them.
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descend.AgentData.Descendents = 40 + subFoldersCount;
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}
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int i = 0;
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foreach (InventoryItemBase item in items)
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{
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@ -301,7 +301,7 @@ namespace SimpleApp
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{
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}
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public virtual void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items)
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public virtual void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, int subFoldersCount)
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{
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}
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