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

@@ -70,18 +70,18 @@ namespace OpenSim.Region.Framework.Scenes
public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item)
{
IMoneyModule money=RequestModuleInterface<IMoneyModule>();
IMoneyModule money = RequestModuleInterface<IMoneyModule>();
if (money != null)
{
money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload");
}
AddInventoryItem(agentID, item);
AddInventoryItem(item);
}
public bool AddInventoryItemReturned(UUID AgentId, InventoryItemBase item)
{
if (InventoryService.AddItem(item))
if (AddInventoryItem(item))
return true;
else
{
@@ -96,8 +96,36 @@ namespace OpenSim.Region.Framework.Scenes
/// Add the given inventory item to a user's inventory.
/// </summary>
/// <param name="item"></param>
public void AddInventoryItem(InventoryItemBase item)
public bool AddInventoryItem(InventoryItemBase item)
{
if (UUID.Zero == item.Folder)
{
InventoryFolderBase f = 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 = InventoryService.GetRootFolder(item.Owner);
if (f != null)
{
item.Folder = f.ID;
}
else
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
item.Owner, item.Name);
return false;
}
}
}
if (InventoryService.AddItem(item))
{
int userlevel = 0;
@@ -106,6 +134,8 @@ namespace OpenSim.Region.Framework.Scenes
userlevel = 1;
}
EventManager.TriggerOnNewInventoryItemUploadComplete(item.Owner, item.AssetID, item.Name, userlevel);
return true;
}
else
{
@@ -113,7 +143,7 @@ namespace OpenSim.Region.Framework.Scenes
"[AGENT INVENTORY]: Agent {0} could not add item {1} {2}",
item.Owner, item.Name, item.ID);
return;
return false;
}
}
@@ -538,7 +568,7 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.SalePrice = item.SalePrice;
itemCopy.SaleType = item.SaleType;
if (InventoryService.AddItem(itemCopy))
if (AddInventoryItem(itemCopy))
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
@@ -764,8 +794,10 @@ namespace OpenSim.Region.Framework.Scenes
item.BasePermissions = baseMask;
item.CreationDate = creationDate;
if (InventoryService.AddItem(item))
if (AddInventoryItem(item))
{
remoteClient.SendInventoryItemCreateUpdate(item, callbackID);
}
else
{
m_dialogModule.SendAlertToUser(remoteClient, "Failed to create item");
@@ -1886,7 +1918,7 @@ namespace OpenSim.Region.Framework.Scenes
// sets itemID so client can show item as 'attached' in inventory
grp.SetFromItemID(item.ID);
if (InventoryService.AddItem(item))
if (AddInventoryItem(item))
remoteClient.SendInventoryItemCreateUpdate(item, 0);
else
m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");