Add a corresponding method for items. HG v2
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de7e0d7e52
commit
ccd7d35b3f
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@ -33,5 +33,6 @@ namespace OpenSim.Framework.Client
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public interface IClientInventory
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{
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void SendRemoveInventoryFolders(UUID[] folders);
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void SendRemoveInventoryItems(UUID[] folders);
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}
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}
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@ -12293,6 +12293,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(reply, ThrottleOutPacketType.Task);
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}
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public void SendRemoveInventoryItems(UUID[] items)
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{
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IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
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if (eq == null)
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{
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m_log.DebugFormat("[LLCLIENT]: Null event queue");
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return;
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}
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OSDMap llsd = new OSDMap(3);
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OSDMap AgentDataMap = new OSDMap(1);
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AgentDataMap.Add("AgentID", OSD.FromUUID(AgentId));
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AgentDataMap.Add("SessionID", OSD.FromUUID(SessionId));
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OSDArray AgentData = new OSDArray(1);
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AgentData.Add(AgentDataMap);
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llsd.Add("AgentData", AgentData);
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OSDArray ItemData = new OSDArray();
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foreach (UUID item in items)
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{
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OSDMap ItemDataMap = new OSDMap(2);
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ItemDataMap.Add("ItemID", OSD.FromUUID(item));
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ItemDataMap.Add("AgentID", OSD.FromUUID(AgentId));
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ItemData.Add(ItemDataMap);
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}
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llsd.Add("ItemData", ItemData);
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eq.Enqueue(BuildEvent("RemoveInventoryItem",
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llsd), AgentId);
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}
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public void SendRemoveInventoryFolders(UUID[] folders)
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{
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IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
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