256 lines
9.3 KiB
C#
256 lines
9.3 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 OpenSim 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 libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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namespace OpenSim.Grid.InventoryServer
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{
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public class GridInventoryService : InventoryServiceBase
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
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InventoryItemInfo itemCallBack)
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{
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}
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/// <summary>
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/// Get a user's inventory.
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="folderList"></param>
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/// <param name="itemsList"></param>
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/// <returns>true if the inventory was retrieved, false otherwise</returns>
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private bool GetUsersInventory(LLUUID userID, out List<InventoryFolderBase> folderList,
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out List<InventoryItemBase> itemsList)
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{
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List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
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List<InventoryItemBase> allItems = new List<InventoryItemBase>();
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foreach (InventoryFolderBase folder in allFolders)
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{
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List<InventoryItemBase> items = RequestFolderItems(folder.ID);
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if (items != null)
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{
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allItems.InsertRange(0, items);
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}
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}
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folderList = allFolders;
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itemsList = allItems;
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if (folderList != null)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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private List<InventoryFolderBase> GetAllFolders(LLUUID folder)
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{
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List<InventoryFolderBase> allFolders = new List<InventoryFolderBase>();
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List<InventoryFolderBase> folders = RequestSubFolders(folder);
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if (folders != null)
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{
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allFolders.InsertRange(0, folders);
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foreach (InventoryFolderBase subfolder in folders)
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{
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List<InventoryFolderBase> subFolders = GetAllFolders(subfolder.ID);
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if (subFolders != null)
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{
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allFolders.InsertRange(0, subFolders);
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}
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}
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}
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return allFolders;
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}
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/// <summary>
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/// Return a user's entire inventory
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns>The user's inventory. If an inventory cannot be found then an empty collection is returned.</returns>
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public InventoryCollection GetUserInventory(Guid rawUserID)
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{
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// uncomment me to simulate an overloaded inventory server
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//Thread.Sleep(40000);
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LLUUID userID = new LLUUID(rawUserID);
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m_log.InfoFormat("[AGENT INVENTORY]: Processing request for inventory of {0}", userID);
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InventoryCollection invCollection = new InventoryCollection();
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List<InventoryFolderBase> allFolders = GetInventorySkeleton(userID);
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if (null == allFolders)
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{
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m_log.WarnFormat("[AGENT INVENTORY]: No inventory found for user {0}", rawUserID);
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return invCollection;
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}
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List<InventoryItemBase> allItems = new List<InventoryItemBase>();
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foreach (InventoryFolderBase folder in allFolders)
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{
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List<InventoryItemBase> items = RequestFolderItems(folder.ID);
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if (items != null)
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{
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allItems.InsertRange(0, items);
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}
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}
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invCollection.AllItems = allItems;
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invCollection.Folders = allFolders;
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invCollection.UserID = userID;
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// foreach (InventoryFolderBase folder in folders)
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// {
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Sending back folder {0}, {1}",
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// folder.name, folder.folderID);
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// }
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//
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// foreach (InventoryItemBase item in allItems)
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// {
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// m_log.DebugFormat(
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// "[AGENT INVENTORY]: Sending back item {0}, {1}, folder {2}",
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// item.inventoryName, item.inventoryID, item.parentFolderID);
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// }
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return invCollection;
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}
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/// <summary>
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/// Guid to UUID wrapper for same name IInventoryServices method
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns></returns>
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public List<InventoryFolderBase> GetInventorySkeleton(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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return GetInventorySkeleton(userID);
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}
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/// <summary>
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/// Create an inventory for the given user.
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/// </summary>
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/// <param name="rawUserID"></param>
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/// <returns></returns>
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public bool CreateUsersInventory(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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m_log.Info(
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"[AGENT INVENTORY]: Creating new set of inventory folders for " + userID.ToString());
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CreateNewUserInventory(userID);
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return true;
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}
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public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
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{
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AddFolder(folder);
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}
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public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
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{
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MoveFolder(folder);
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}
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public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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AddItem(item);
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}
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public bool AddInventoryFolder(InventoryFolderBase folder)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.Info(
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"[AGENT INVENTORY]: " +
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"Updating in " + folder.ParentID.ToString()
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+ ", folder " + folder.Name);
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AddNewInventoryFolder(folder.Owner, folder);
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return true;
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}
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public bool MoveInventoryFolder(InventoryFolderBase folder)
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{
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m_log.Info(
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"[AGENT INVENTORY]: " +
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"Moving folder " + folder.ID
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+ " to " + folder.ParentID.ToString());
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MoveExistingInventoryFolder(folder);
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return true;
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}
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public bool AddInventoryItem(InventoryItemBase item)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.Info(
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"[AGENT INVENTORY]: " +
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"Updating in " + item.Folder.ToString()
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+ ", item " + item.Name);
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AddNewInventoryItem(item.Owner, item);
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return true;
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}
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public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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// extra spaces to align with other inventory messages
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m_log.Info(
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"[AGENT INVENTORY]: " +
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"Deleting in " + item.Folder.ToString()
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+ ", item " + item.Name);
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DeleteItem(item);
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}
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public bool DeleteInvItem(InventoryItemBase item)
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{
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DeleteInventoryItem(item.Owner, item);
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return true;
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}
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}
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}
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