This is a simple patch which just renames an IClientAPI method to

SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).

From Justin Casey (IBM)
afrisby
Sean Dague 2007-12-03 17:24:27 +00:00
parent 690e517240
commit c29105aa3e
5 changed files with 15 additions and 8 deletions

View File

@ -350,7 +350,7 @@ namespace OpenSim.Framework.Communications.Cache
item.inventoryNextPermissions = nextPerm; item.inventoryNextPermissions = nextPerm;
userInfo.AddItem(ourClient.AgentId, item); userInfo.AddItem(ourClient.AgentId, item);
ourClient.SendInventoryItemUpdate(item); ourClient.SendInventoryItemCreateUpdate(item);
} }
} }

View File

@ -477,7 +477,13 @@ namespace OpenSim.Framework
void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, int subFoldersCount); void SendInventoryFolderDetails(LLUUID ownerID, LLUUID folderID, List<InventoryItemBase> items, int subFoldersCount);
void SendInventoryItemDetails(LLUUID ownerID, InventoryItemBase item); void SendInventoryItemDetails(LLUUID ownerID, InventoryItemBase item);
void SendInventoryItemUpdate(InventoryItemBase Item);
/// <summary>
/// Tell the client that we have created the item it requested.
/// </summary>
/// <param name="Item"></param>
void SendInventoryItemCreateUpdate(InventoryItemBase Item);
void SendRemoveInventoryItem(LLUUID itemID); void SendRemoveInventoryItem(LLUUID itemID);
void SendTaskInventory(LLUUID taskID, short serial, byte[] fileName); void SendTaskInventory(LLUUID taskID, short serial, byte[] fileName);
void SendXferPacket(ulong xferID, uint packet, byte[] data); void SendXferPacket(ulong xferID, uint packet, byte[] data);

View File

@ -1176,7 +1176,8 @@ namespace OpenSim.Region.ClientStack
OutPacket(inventoryReply, ThrottleOutPacketType.Asset); OutPacket(inventoryReply, ThrottleOutPacketType.Asset);
} }
public void SendInventoryItemUpdate(InventoryItemBase Item) /// <see>IClientAPI.SendInventoryItemCreateUpdate(InventoryItemBase)</see>
public void SendInventoryItemCreateUpdate(InventoryItemBase Item)
{ {
Encoding enc = Encoding.ASCII; Encoding enc = Encoding.ASCII;
uint FULL_MASK_PERMISSIONS = 2147483647; uint FULL_MASK_PERMISSIONS = 2147483647;

View File

@ -57,7 +57,7 @@ namespace OpenSim.Region.Environment.Scenes
if (userInfo != null) if (userInfo != null)
{ {
userInfo.AddItem(remoteClient.AgentId, item); userInfo.AddItem(remoteClient.AgentId, item);
remoteClient.SendInventoryItemUpdate(item); remoteClient.SendInventoryItemCreateUpdate(item);
} }
} }
@ -89,7 +89,7 @@ namespace OpenSim.Region.Environment.Scenes
item.assetID = asset.FullID; item.assetID = asset.FullID;
userInfo.UpdateItem(remoteClient.AgentId, item); userInfo.UpdateItem(remoteClient.AgentId, item);
// remoteClient.SendInventoryItemUpdate(item); // remoteClient.SendInventoryItemCreateUpdate(item);
if ((InventoryType) item.invType == InventoryType.Notecard) if ((InventoryType) item.invType == InventoryType.Notecard)
{ {
//do we want to know about updated note cards? //do we want to know about updated note cards?
@ -229,7 +229,7 @@ namespace OpenSim.Region.Environment.Scenes
item.inventoryNextPermissions = nextOwnerMask; item.inventoryNextPermissions = nextOwnerMask;
userInfo.AddItem(remoteClient.AgentId, item); userInfo.AddItem(remoteClient.AgentId, item);
remoteClient.SendInventoryItemUpdate(item); remoteClient.SendInventoryItemCreateUpdate(item);
} }
} }
@ -423,7 +423,7 @@ namespace OpenSim.Region.Environment.Scenes
item.inventoryNextPermissions = 2147483647; item.inventoryNextPermissions = 2147483647;
userInfo.AddItem(remoteClient.AgentId, item); userInfo.AddItem(remoteClient.AgentId, item);
remoteClient.SendInventoryItemUpdate(item); remoteClient.SendInventoryItemCreateUpdate(item);
} }
DeleteSceneObjectGroup((SceneObjectGroup) selectedEnt); DeleteSceneObjectGroup((SceneObjectGroup) selectedEnt);

View File

@ -310,7 +310,7 @@ namespace SimpleApp
{ {
} }
public virtual void SendInventoryItemUpdate(InventoryItemBase Item) public virtual void SendInventoryItemCreateUpdate(InventoryItemBase Item)
{ {
} }