Fix task inventory giving
parent
62d0a0cdbf
commit
d6486fe14a
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@ -146,22 +146,15 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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ScenePresence sp = scene.GetScenePresence(toAgentID);
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if (sp != null && !sp.IsChildAgent)
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{
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// m_log.DebugFormat(
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// "[INSTANT MESSAGE]: Looking for root agent {0} in {1}",
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// toAgentID.ToString(), scene.RegionInfo.RegionName);
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ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
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if (!user.IsChildAgent)
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{
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
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user.ControllingClient.SendInstantMessage(im);
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// Local message
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", user.Name, toAgentID);
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sp.ControllingClient.SendInstantMessage(im);
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// Message sent
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result(true);
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return;
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}
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}
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}
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// try child avatar second
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foreach (Scene scene in m_Scenes)
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@ -172,10 +165,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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if (sp != null)
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{
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// Local message
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ScenePresence user = (ScenePresence) scene.Entities[toAgentID];
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering to client");
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user.ControllingClient.SendInstantMessage(im);
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// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", user.Name, toAgentID);
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sp.ControllingClient.SendInstantMessage(im);
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// Message sent
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result(true);
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@ -212,7 +212,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
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im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
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im.dialog != (byte)InstantMessageDialog.GroupNotice &&
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im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
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im.dialog != (byte)InstantMessageDialog.InventoryOffered)
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im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
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im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
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{
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return;
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}
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@ -265,7 +265,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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});
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}
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}
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else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted)
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else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
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im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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{
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ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
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@ -276,30 +277,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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else
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{
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if (m_TransferModule != null)
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m_TransferModule.SendInstantMessage(im, delegate(bool success) {
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// justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
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// and is apparently supposed to fix bulk inventory updates after accepting items. But
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// instead it appears to cause two copies of an accepted folder for the receiving user in
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// at least some cases. Folder/item update is already done when the offer is made (see code above)
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// // Send BulkUpdateInventory
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// IInventoryService invService = scene.InventoryService;
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// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
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//
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// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
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// folder = invService.GetFolder(folder);
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//
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// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
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//
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// // If the user has left the scene by the time the message comes back then we can't send
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// // them the update.
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// if (fromUser != null)
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// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
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});
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m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
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}
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}
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else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
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else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
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im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
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{
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// Here, the recipient is local and we can assume that the
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// inventory is loaded. Courtesy of the above bulk update,
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@ -335,6 +317,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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{
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folder.ParentID = trashFolder.ID;
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invService.MoveFolder(folder);
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client.SendBulkUpdateInventory(folder);
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}
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}
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@ -4368,22 +4368,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (agentItem == null)
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return;
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byte[] bucket = new byte[17];
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byte[] bucket = new byte[1];
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bucket[0] = (byte)assetType;
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byte[] objBytes = agentItem.ID.GetBytes();
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Array.Copy(objBytes, 0, bucket, 1, 16);
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//byte[] objBytes = agentItem.ID.GetBytes();
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//Array.Copy(objBytes, 0, bucket, 1, 16);
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GridInstantMessage msg = new GridInstantMessage(World,
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m_host.UUID, m_host.Name+", an object owned by "+
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resolveName(m_host.OwnerID)+",", destId,
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m_host.OwnerID, m_host.Name, destId,
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(byte)InstantMessageDialog.TaskInventoryOffered,
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false, objName+"\n"+m_host.Name+" is located at "+
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false, objName+". "+m_host.Name+" is located at "+
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World.RegionInfo.RegionName+" "+
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m_host.AbsolutePosition.ToString(),
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agentItem.ID, true, m_host.AbsolutePosition,
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bucket);
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ScenePresence sp;
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if (World.TryGetScenePresence(destId, out sp))
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{
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sp.ControllingClient.SendInstantMessage(msg);
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}
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else
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{
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if (m_TransferModule != null)
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m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
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}
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//This delay should only occur when giving inventory to avatars.
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ScriptSleep(3000);
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@ -6708,16 +6717,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (folderID == UUID.Zero)
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return;
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byte[] bucket = new byte[17];
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byte[] bucket = new byte[1];
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bucket[0] = (byte)AssetType.Folder;
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byte[] objBytes = folderID.GetBytes();
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Array.Copy(objBytes, 0, bucket, 1, 16);
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//byte[] objBytes = folderID.GetBytes();
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//Array.Copy(objBytes, 0, bucket, 1, 16);
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GridInstantMessage msg = new GridInstantMessage(World,
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m_host.UUID, m_host.Name+", an object owned by "+
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resolveName(m_host.OwnerID)+",", destID,
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(byte)InstantMessageDialog.InventoryOffered,
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false, category+"\n"+m_host.Name+" is located at "+
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m_host.OwnerID, m_host.Name, destID,
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(byte)InstantMessageDialog.TaskInventoryOffered,
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false, category+". "+m_host.Name+" is located at "+
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World.RegionInfo.RegionName+" "+
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m_host.AbsolutePosition.ToString(),
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folderID, true, m_host.AbsolutePosition,
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