* refactor: Move RequestInventoryForUser() from service to CachedUserInfo

* This simplifies callers in most cases - CachedUserInfo is already handling the rest of the fetch inventory work anyway
This commit is contained in:
Justin Clarke Casey
2009-02-12 17:07:44 +00:00
parent 058ec414b4
commit 31ca3a8d4d
6 changed files with 37 additions and 40 deletions

View File

@@ -472,7 +472,7 @@ namespace OpenSim.Region.Framework.Scenes
if (recipientUserInfo != null)
{
if (!recipientUserInfo.HasReceivedInventory)
CommsManager.UserProfileCacheService.RequestInventoryForUser(recipient);
recipientUserInfo.FetchInventory();
// Insert a copy of the item into the recipient
InventoryItemBase itemCopy = new InventoryItemBase();
@@ -1202,7 +1202,8 @@ namespace OpenSim.Region.Framework.Scenes
avatarId);
}
if (!profile.HasReceivedInventory)
CommsManager.UserProfileCacheService.RequestInventoryForUser(avatarId);
profile.FetchInventory();
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(avatarId, part, itemId);
if (agentItem == null)
@@ -1841,8 +1842,7 @@ namespace OpenSim.Region.Framework.Scenes
// Async inventory requests will queue, but they will never
// execute unless inventory is actually fetched
//
CommsManager.UserProfileCacheService.RequestInventoryForUser(
userInfo.UserProfile.ID);
userInfo.FetchInventory();
}
if (userInfo != null)

View File

@@ -847,7 +847,13 @@ namespace OpenSim.Region.Framework.Scenes
//SendAnimPack();
m_scene.SwapRootAgentCount(false);
m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(m_uuid);
CachedUserInfo userInfo = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(m_uuid);
if (userInfo != null)
userInfo.FetchInventory();
else
m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
//m_scene.CapsModule.AddCapsHandler(m_uuid);
// On the next prim update, all objects will be sent
@@ -2504,8 +2510,9 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
// Restore the user structures that we needed to delete before asking the receiving region to complete the crossing
m_scene.CommsManager.UserProfileCacheService.RequestInventoryForUser(UUID);
// Restore the user structures that we needed to delete before asking the receiving region
// to complete the crossing
userInfo.FetchInventory();
m_scene.CapsModule.AddCapsHandler(UUID);
}
}