552 lines
24 KiB
C#
552 lines
24 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.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.Framework.Communications.Cache;
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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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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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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.
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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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/// <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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/// 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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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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if (((SceneObjectGroup) ent).LocalId == primLocalID)
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{
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((SceneObjectGroup) ent).GetProperties(remoteClient);
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((SceneObjectGroup) ent).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(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
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{
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EventManager.TriggerParcelPrimCountTainted();
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}
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break;
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}
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else
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{
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// We also need to check the children of this prim as they
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// can be selected as well and send property information
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bool foundPrim = false;
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foreach (KeyValuePair<UUID, SceneObjectPart> child in ((SceneObjectGroup) ent).Children)
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{
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if (child.Value.LocalId == primLocalID)
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{
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child.Value.GetProperties(remoteClient);
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foundPrim = true;
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break;
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}
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}
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if (foundPrim) break;
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}
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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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// The prim is in the process of being deleted.
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if (null == part.ParentGroup.RootPart)
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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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bool isAttachment = false;
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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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if (part.ParentGroup.IsAttachment)
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isAttachment = true;
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else
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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 (!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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List<EntityBase> EntityList = GetEntities();
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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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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup obj = ent as SceneObjectGroup;
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if (obj != null)
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{
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// Is this prim part of the group
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if (obj.HasChildPrim(localID))
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{
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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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SceneObjectPart part = obj.GetChildPart(localID);
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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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return;
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}
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}
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}
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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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List<EntityBase> EntityList = GetEntities();
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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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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup obj = ent as SceneObjectGroup;
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// Is this prim part of the group
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if (obj.HasChildPrim(localID))
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{
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SceneObjectPart part=obj.GetChildPart(localID);
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if (part != null)
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{
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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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return;
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}
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return;
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}
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}
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}
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}
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public void ProcessAvatarPickerRequest(IClientAPI client, UUID avatarID, UUID RequestID, string query)
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{
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//EventManager.TriggerAvatarPickerRequest();
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List<AvatarPickerAvatar> AvatarResponses = new List<AvatarPickerAvatar>();
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AvatarResponses = m_sceneGridService.GenerateAgentPickerRequestResponse(RequestID, query);
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AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
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// TODO: don't create new blocks if recycling an old packet
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AvatarPickerReplyPacket.DataBlock[] searchData =
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new AvatarPickerReplyPacket.DataBlock[AvatarResponses.Count];
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AvatarPickerReplyPacket.AgentDataBlock agentData = new AvatarPickerReplyPacket.AgentDataBlock();
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agentData.AgentID = avatarID;
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agentData.QueryID = RequestID;
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replyPacket.AgentData = agentData;
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//byte[] bytes = new byte[AvatarResponses.Count*32];
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int i = 0;
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foreach (AvatarPickerAvatar item in AvatarResponses)
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{
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UUID translatedIDtem = item.AvatarID;
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searchData[i] = new AvatarPickerReplyPacket.DataBlock();
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searchData[i].AvatarID = translatedIDtem;
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searchData[i].FirstName = Utils.StringToBytes((string) item.firstName);
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searchData[i].LastName = Utils.StringToBytes((string) item.lastName);
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i++;
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}
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if (AvatarResponses.Count == 0)
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{
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searchData = new AvatarPickerReplyPacket.DataBlock[0];
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}
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replyPacket.Data = searchData;
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AvatarPickerReplyAgentDataArgs agent_data = new AvatarPickerReplyAgentDataArgs();
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agent_data.AgentID = replyPacket.AgentData.AgentID;
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agent_data.QueryID = replyPacket.AgentData.QueryID;
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List<AvatarPickerReplyDataArgs> data_args = new List<AvatarPickerReplyDataArgs>();
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for (i = 0; i < replyPacket.Data.Length; i++)
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{
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AvatarPickerReplyDataArgs data_arg = new AvatarPickerReplyDataArgs();
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data_arg.AvatarID = replyPacket.Data[i].AvatarID;
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data_arg.FirstName = replyPacket.Data[i].FirstName;
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data_arg.LastName = replyPacket.Data[i].LastName;
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data_args.Add(data_arg);
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}
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client.SendAvatarPickerReply(agent_data, data_args);
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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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/// <summary>
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/// Handle a fetch inventory request from the client
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="ownerID"></param>
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public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
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{
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if (ownerID == CommsManager.UserProfileCacheService.LibraryRoot.Owner)
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{
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//m_log.Debug("request info for library item");
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return;
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}
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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remoteClient.SendInventoryItemDetails(ownerID, item);
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}
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// else shouldn't we send an alert message?
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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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// 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 back into the
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// CachedUserInfo 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 ((fold = CommsManager.UserProfileCacheService.LibraryRoot.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(), fetchFolders, fetchItems);
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return;
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}
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SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
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}
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/// <summary>
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/// Handle the caps inventory descendents fetch.
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///
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/// Since the folder structure is sent to the client on login, I believe we only need to handle items.
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/// Diva comment 8/13/2009: what if someone gave us a folder in the meantime??
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/// </summary>
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/// <param name="agentID"></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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/// <returns>null if the inventory look up failed</returns>
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public List<InventoryItemBase> HandleFetchInventoryDescendentsCAPS(UUID agentID, 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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// "[INVENTORY CACHE]: Fetching folders ({0}), items ({1}) from {2} for agent {3}",
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// fetchFolders, fetchItems, folderID, agentID);
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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 back into the
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// CachedUserInfo 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;
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if ((fold = CommsManager.UserProfileCacheService.LibraryRoot.FindFolder(folderID)) != null)
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{
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return fold.RequestListOfItems();
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}
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InventoryCollection contents = InventoryService.GetFolderContent(agentID, folderID);
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return contents.Items;
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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 move create folder for user {0} {1}",
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remoteClient.Name, remoteClient.AgentId);
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}
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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>
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/// <param name="parentID"></param>
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public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name,
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UUID parentID)
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{
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId);
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CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
|
|
|
|
if (null == userProfile)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT INVENTORY]: Could not find user profile for {0} {1}",
|
|
remoteClient.Name, remoteClient.AgentId);
|
|
return;
|
|
}
|
|
|
|
if (!userProfile.UpdateFolder(name, folderID, type, parentID))
|
|
{
|
|
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);
|
|
folder = InventoryService.QueryFolder(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);
|
|
}
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID);
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
}
|