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* Put in the code necessary to allow inventory transfer of whole folders (and their contents) between agents, not just single items
* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
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@@ -556,8 +556,10 @@ namespace OpenSim.Framework.Communications.Cache
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}
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/// <summary>
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/// Add an item to the user's inventory
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/// Add an item to the user's inventory.
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/// </summary>
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/// If the item has no folder set (i.e. it is UUID.Zero), then it is placed in the most appropriate folder
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/// for that type.
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/// <param name="itemInfo"></param>
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public void AddItem(InventoryItemBase item)
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{
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@@ -572,6 +574,7 @@ namespace OpenSim.Framework.Communications.Cache
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item.Folder = RootFolder.ID;
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}
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ItemReceive(item, null);
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if (m_commsManager.SecureInventoryService != null)
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{
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m_commsManager.SecureInventoryService.AddItem(item, m_session_id);
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@@ -358,6 +358,10 @@ namespace OpenSim.Framework.Communications.Cache
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return folderList;
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}
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/// <value>
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/// The total number of items in this folder and in the immediate child folders (though not from other
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/// descendants).
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/// </value>
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public int TotalCount
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{
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get
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@@ -828,6 +828,13 @@ namespace OpenSim.Framework
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void SendTaskInventory(UUID taskID, short serial, byte[] fileName);
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/// <summary>
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/// Used by the server to inform the client of new inventory items. Will transfer the contents of the folder
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/// (including all descendent folders) as well as the folder itself.
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/// </summary>
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/// <param name="folder"></param>
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void SendBulkUpdateInventory(InventoryFolderBase folder);
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/// <summary>
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/// Used by the server to inform the client of a new inventory item. Used when transferring items
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/// between avatars, possibly among other things.
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