594 lines
26 KiB
C#
594 lines
26 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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public partial class Scene
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{
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/// <summary>
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/// Send chat to listeners.
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/// </summary>
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/// <param name='message'></param>
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/// <param name='type'>/param>
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/// <param name='channel'></param>
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/// <param name='fromPos'></param>
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/// <param name='fromName'></param>
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/// <param name='fromID'></param>
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/// <param name='targetID'></param>
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/// <param name='fromAgent'></param>
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/// <param name='broadcast'></param>
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protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
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{
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OSChatMessage args = new OSChatMessage();
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args.Message = Utils.BytesToString(message);
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args.Channel = channel;
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args.Type = type;
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args.Position = fromPos;
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args.SenderUUID = fromID;
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args.Scene = this;
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if (fromAgent)
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{
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ScenePresence user = GetScenePresence(fromID);
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if (user != null)
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args.Sender = user.ControllingClient;
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}
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else
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{
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SceneObjectPart obj = GetSceneObjectPart(fromID);
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args.SenderObject = obj;
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}
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args.From = fromName;
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args.TargetUUID = targetID;
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// m_log.DebugFormat(
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// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
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// args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
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if (broadcast)
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EventManager.TriggerOnChatBroadcast(this, args);
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else
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EventManager.TriggerOnChatFromWorld(this, args);
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}
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protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent, bool broadcast)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false);
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}
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public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
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{
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SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent);
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}
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public void SimChat(string message, string fromName)
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{
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SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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/// <param name="targetID"></param>
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public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
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{
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SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
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}
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/// <summary>
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/// Invoked when the client requests a prim.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectGroup sog = GetGroupByPrim(primLocalID);
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if (sog != null)
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sog.SendFullUpdateToClient(remoteClient);
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}
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/// <summary>
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/// Invoked when the client selects a prim.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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if (null == part)
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return;
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if (part.IsRoot)
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{
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SceneObjectGroup sog = part.ParentGroup;
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sog.SendPropertiesToClient(remoteClient);
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sog.IsSelected = true;
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
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{
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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else
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{
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part.SendPropertiesToClient(remoteClient);
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}
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}
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/// <summary>
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/// Handle the update of an object's user group.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="groupID"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="Garbage"></param>
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private void HandleObjectGroupUpdate(
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IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage)
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{
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if (m_groupsModule == null)
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return;
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// XXX: Might be better to get rid of this special casing and have GetMembershipData return something
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// reasonable for a UUID.Zero group.
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if (groupID != UUID.Zero)
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{
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GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
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if (gmd == null)
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{
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// m_log.WarnFormat(
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// "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
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// remoteClient.Name, GroupID, objectLocalID);
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return;
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}
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}
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SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID);
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if (so != null)
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{
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if (so.OwnerID == remoteClient.AgentId)
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{
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so.SetGroup(groupID, remoteClient);
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}
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}
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}
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/// <summary>
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/// Handle the deselection of a prim from the client.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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if (part == null)
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return;
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// A deselect packet contains all the local prims being deselected. However, since selection is still
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// group based we only want the root prim to trigger a full update - otherwise on objects with many prims
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// we end up sending many duplicate ObjectUpdates
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if (part.ParentGroup.RootPart.LocalId != part.LocalId)
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return;
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// This is wrong, wrong, wrong. Selection should not be
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// handled by group, but by prim. Legacy cruft.
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// TODO: Make selection flagging per prim!
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//
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part.ParentGroup.IsSelected = false;
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part.ParentGroup.ScheduleGroupForFullUpdate();
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// If it's not an attachment, and we are allowed to move it,
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// then we might have done so. If we moved across a parcel
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// boundary, we will need to recount prims on the parcels.
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// For attachments, that makes no sense.
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//
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if (!part.ParentGroup.IsAttachment)
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{
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if (Permissions.CanEditObject(
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part.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(
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part.UUID, remoteClient.AgentId))
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
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int transactiontype, string description)
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{
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EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount,
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transactiontype, description);
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EventManager.TriggerMoneyTransfer(this, args);
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}
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public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
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bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
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{
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EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned,
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removeContribution, parcelLocalID, parcelArea,
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parcelPrice, authenticated);
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// First, allow all validators a stab at it
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m_eventManager.TriggerValidateLandBuy(this, args);
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// Then, check validation and transfer
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m_eventManager.TriggerLandBuy(this, args);
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}
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public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// Currently only grab/touch for the single prim
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// the client handles rez correctly
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obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
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EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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{
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EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
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}
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}
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public virtual void ProcessObjectGrabUpdate(
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UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(objectID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch) != 0)
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EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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{
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EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
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}
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}
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public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
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EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
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else
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EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
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}
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public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
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UUID itemID)
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{
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SceneObjectPart part=GetSceneObjectPart(objectID);
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if (part == null)
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return;
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if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId))
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{
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EventManager.TriggerScriptReset(part.LocalId, itemID);
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}
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}
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void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
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{
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// TODO: don't create new blocks if recycling an old packet
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bool discardableEffects = true;
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ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
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for (int i = 0; i < args.Count; i++)
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{
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ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
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effect.AgentID = args[i].AgentID;
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effect.Color = args[i].Color;
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effect.Duration = args[i].Duration;
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effect.ID = args[i].ID;
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effect.Type = args[i].Type;
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effect.TypeData = args[i].TypeData;
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effectBlockArray[i] = effect;
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if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam)
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discardableEffects = false;
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//m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type);
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}
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ForEachScenePresence(sp =>
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{
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if (sp.ControllingClient.AgentId != remoteClient.AgentId)
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{
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if (!discardableEffects ||
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(discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp)))
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{
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//m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID);
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sp.ControllingClient.SendViewerEffect(effectBlockArray);
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}
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//else
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// m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID);
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}
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});
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}
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private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
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{
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return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
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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 HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID,
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bool fetchFolders, bool fetchItems, int sortOrder)
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{
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// m_log.DebugFormat(
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// "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}",
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// remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder);
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if (folderID == UUID.Zero)
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return;
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// FIXME MAYBE: We're not handling sortOrder!
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// TODO: This code for looking in the folder for the library should be folded somewhere else
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// so that this class doesn't have to know the details (and so that multiple libraries, etc.
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// can be handled transparently).
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InventoryFolderImpl fold = null;
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if (LibraryService != null && LibraryService.LibraryRootFolder != null)
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{
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if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
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{
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remoteClient.SendInventoryFolderDetails(
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fold.Owner, folderID, fold.RequestListOfItems(),
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fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
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return;
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}
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}
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// We're going to send the reply async, because there may be
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// an enormous quantity of packets -- basically the entire inventory!
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// We don't want to block the client thread while all that is happening.
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SendInventoryDelegate d = SendInventoryAsync;
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d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
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}
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delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
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void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
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{
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SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
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}
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void SendInventoryComplete(IAsyncResult iar)
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{
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SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
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d.EndInvoke(iar);
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}
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/// <summary>
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/// Handle an inventory folder creation request from the client.
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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="folderType"></param>
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/// <param name="folderName"></param>
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/// <param name="parentID"></param>
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public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType,
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|
string folderName, UUID parentID)
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|
{
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|
InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1);
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if (!InventoryService.AddFolder(folder))
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|
{
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|
m_log.WarnFormat(
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|
"[AGENT INVENTORY]: Failed to create folder for user {0} {1}",
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|
remoteClient.Name, remoteClient.AgentId);
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|
}
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|
}
|
|
|
|
/// <summary>
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|
/// Handle a client request to update the inventory folder
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|
/// </summary>
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|
///
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|
/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
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|
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
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|
/// and needs to be changed.
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|
///
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|
/// <param name="remoteClient"></param>
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|
/// <param name="folderID"></param>
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|
/// <param name="type"></param>
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|
/// <param name="name"></param>
|
|
/// <param name="parentID"></param>
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|
public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name,
|
|
UUID parentID)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId);
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|
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
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|
folder = InventoryService.GetFolder(folder);
|
|
if (folder != null)
|
|
{
|
|
folder.Name = name;
|
|
folder.Type = (short)type;
|
|
folder.ParentID = parentID;
|
|
if (!InventoryService.UpdateFolder(folder))
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT INVENTORY]: Failed to update folder for user {0} {1}",
|
|
remoteClient.Name, remoteClient.AgentId);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
|
|
folder = InventoryService.GetFolder(folder);
|
|
if (folder != null)
|
|
{
|
|
folder.ParentID = parentID;
|
|
if (!InventoryService.MoveFolder(folder))
|
|
m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID);
|
|
else
|
|
m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID);
|
|
}
|
|
}
|
|
|
|
delegate void PurgeFolderDelegate(UUID userID, UUID folder);
|
|
|
|
/// <summary>
|
|
/// This should delete all the items and folders in the given directory.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID)
|
|
{
|
|
PurgeFolderDelegate d = PurgeFolderAsync;
|
|
try
|
|
{
|
|
d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message);
|
|
}
|
|
}
|
|
|
|
private void PurgeFolderAsync(UUID userID, UUID folderID)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, userID);
|
|
|
|
if (InventoryService.PurgeFolder(folder))
|
|
m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID);
|
|
else
|
|
m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID);
|
|
}
|
|
|
|
private void PurgeFolderCompleted(IAsyncResult iar)
|
|
{
|
|
PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState;
|
|
d.EndInvoke(iar);
|
|
}
|
|
}
|
|
}
|