Move code that allows llGiveInvetory() to move item into appropriate system folder up from connectors into Scene.Inventory.cs

This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors.
Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
This commit is contained in:
Justin Clark-Casey (justincc)
2010-09-04 01:36:26 +01:00
parent 107052b23d
commit 1e8e98a07f
8 changed files with 56 additions and 80 deletions

View File

@@ -214,8 +214,6 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
{
m_userTransactions.Manager.MyScene.AssetService.Store(m_asset);
IInventoryService invService = m_userTransactions.Manager.MyScene.InventoryService;
InventoryItemBase item = new InventoryItemBase();
item.Owner = ourClient.AgentId;
item.CreatorId = ourClient.AgentId.ToString();
@@ -234,7 +232,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
item.Flags = (uint) wearableType;
item.CreationDate = Util.UnixTimeSinceEpoch();
if (invService.AddItem(item))
if (m_userTransactions.Manager.MyScene.AddInventoryItem(item))
ourClient.SendInventoryItemCreateUpdate(item, callbackID);
else
ourClient.SendAlertMessage("Unable to create inventory item");

View File

@@ -406,8 +406,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
// Reset folder ID to the one in which we want to load it
item.Folder = loadFolder.ID;
//m_userInfo.AddItem(item);
m_scene.InventoryService.AddItem(item);
m_scene.AddInventoryItem(item);
return item;
}

View File

@@ -425,7 +425,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
item.Name = asset.Name;
item.AssetType = asset.Type;
m_Scene.InventoryService.AddItem(item);
m_Scene.AddInventoryItem(item);
if (remoteClient != null && item.Owner == remoteClient.AgentId)
{

View File

@@ -221,34 +221,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
// m_log.DebugFormat(
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Adding inventory item {0} to user {1} folder {2}",
// item.Name, item.Owner, item.Folder);
if (UUID.Zero == item.Folder)
{
InventoryFolderBase f = m_InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
if (f != null)
{
// m_log.DebugFormat(
// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
// f.Name, (AssetType)f.Type, item.Name);
item.Folder = f.ID;
}
else
{
f = m_InventoryService.GetRootFolder(item.Owner);
if (f != null)
{
item.Folder = f.ID;
}
else
{
m_log.WarnFormat(
"[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
item.Owner, item.Name);
return false;
}
}
}
return m_InventoryService.AddItem(item);
}

View File

@@ -227,31 +227,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
public bool AddItem(InventoryItemBase item)
{
if (item == null)
return false;
if (UUID.Zero == item.Folder)
{
InventoryFolderBase f = m_RemoteConnector.GetFolderForType(item.Owner, (AssetType)item.AssetType);
if (f != null)
{
item.Folder = f.ID;
}
else
{
f = m_RemoteConnector.GetRootFolder(item.Owner);
if (f != null)
{
item.Folder = f.ID;
}
else
{
m_log.WarnFormat(
"[LOCAL INVENTORY SERVICES CONNECTOR]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
item.Owner, item.Name);
return false;
}
}
}
return false;
return m_RemoteConnector.AddItem(item);
}

View File

@@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
item.CurrentPermissions |= 16; // Slam!
item.CreationDate = Util.UnixTimeSinceEpoch();
if (m_scene.InventoryService.AddItem(item))
if (m_scene.AddInventoryItem(item))
{
remoteClient.SendInventoryItemCreateUpdate(item, 0);
}