* 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
This commit is contained in:
Justin Clarke Casey
2008-12-04 19:57:36 +00:00
parent 1bd92a6d34
commit 38ca31b37a
9 changed files with 381 additions and 42 deletions

View File

@@ -136,31 +136,78 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
{
ScenePresence user =
scene.GetScenePresence(new UUID(im.toAgentID));
m_log.DebugFormat("Asset type {0}", ((AssetType)im.binaryBucket[0]));
ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
UUID copyID;
// First byte of the array is probably the item type
// Next 16 bytes are the UUID
UUID itemID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting item {0} "+
"into agent {1}'s inventory",
itemID, new UUID(im.toAgentID));
InventoryItemBase itemCopy = scene.GiveInventoryItem(
new UUID(im.toAgentID),
client.AgentId, itemID);
if (itemCopy == null)
{
client.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
// First byte is the asset type
AssetType assetType = (AssetType)im.binaryBucket[0];
// Temporarily disabled pending test of complex transfers (folders within folders, lots of items,
// empty folders, etc.)
if (AssetType.Folder == assetType)
return;
if (AssetType.Folder == assetType)
{
UUID folderID = new UUID(im.binaryBucket, 1);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting original folder {0} "+
"into agent {1}'s inventory",
folderID, new UUID(im.toAgentID));
InventoryFolderImpl folderCopy
= scene.GiveInventoryFolder(new UUID(im.toAgentID), client.AgentId, folderID, UUID.Zero);
if (folderCopy == null)
{
client.SendAgentAlertMessage("Can't find folder to give. Nothing given.", false);
return;
}
// The outgoing binary bucket should contain only the byte which signals an asset folder is
// being copied and the following bytes for the copied folder's UUID
copyID = folderCopy.ID;
byte[] copyIDBytes = copyID.GetBytes();
im.binaryBucket = new byte[1 + copyIDBytes.Length];
im.binaryBucket[0] = (byte)AssetType.Folder;
Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
if (user != null && !user.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(folderCopy);
}
}
else
{
// First byte of the array is probably the item type
// Next 16 bytes are the UUID
byte[] itemCopyID = itemCopy.ID.GetBytes();
UUID itemID = new UUID(im.binaryBucket, 1);
Array.Copy(itemCopyID, 0, im.binaryBucket, 1, 16);
m_log.DebugFormat("[AGENT INVENTORY]: Inserting item {0} "+
"into agent {1}'s inventory",
itemID, new UUID(im.toAgentID));
InventoryItemBase itemCopy = scene.GiveInventoryItem(
new UUID(im.toAgentID),
client.AgentId, itemID);
if (itemCopy == null)
{
client.SendAgentAlertMessage("Can't find item to give. Nothing given.", false);
return;
}
copyID = itemCopy.ID;
Array.Copy(copyID.GetBytes(), 0, im.binaryBucket, 1, 16);
if (user != null && !user.IsChildAgent)
{
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
}
}
// Send the IM to the recipient. The item is already
// in their inventory, so it will not be lost if
@@ -168,10 +215,6 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
//
if (user != null && !user.IsChildAgent)
{
// User is online. So, let's make the item visible
//
user.ControllingClient.SendBulkUpdateInventory(itemCopy);
// And notify. Transaction ID is the item ID. We get that
// same ID back on the reply so we know what to act on
//
@@ -179,7 +222,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
new UUID(im.fromAgentID), im.message,
new UUID(im.toAgentID),
im.fromAgentName, im.dialog, im.timestamp,
itemCopy.ID, false, im.binaryBucket);
copyID, false, im.binaryBucket);
return;
}
@@ -208,9 +251,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
}
}
else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined)
{
UUID itemID = new UUID(im.imSessionID); // The item, back from it's trip
{
// Here, the recipient is local and we can assume that the
// inventory is loaded. Courtesy of the above bulk update,
// It will have been pushed to the client, too
@@ -224,27 +265,43 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Inventory.Transfer
{
InventoryFolderImpl trashFolder =
userInfo.FindFolderForType((int)AssetType.TrashFolder);
InventoryItemBase item =
userInfo.RootFolder.FindItem(itemID);
if (trashFolder != null && item != null)
UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
InventoryItemBase item = userInfo.RootFolder.FindItem(inventoryEntityID);
InventoryFolderBase folder = null;
if (item != null && trashFolder != null)
{
item.Folder = trashFolder.ID;
userInfo.DeleteItem(itemID);
userInfo.DeleteItem(inventoryEntityID);
scene.AddInventoryItem(client, item);
}
else
{
string reason = "";
folder = userInfo.RootFolder.FindFolder(inventoryEntityID);
if (folder != null & trashFolder != null)
{
userInfo.MoveFolder(inventoryEntityID, trashFolder.ID);
}
}
if ((null == item && null == folder) | null == trashFolder)
{
string reason = String.Empty;
if (trashFolder == null)
reason += " Trash folder not found.";
if (item == null)
reason += " Item not found.";
if (folder == null)
reason += " Folder not found.";
client.SendAgentAlertMessage("Unable to delete "+
"received item" + reason, false);
"received inventory" + reason, false);
}
}

View File

@@ -624,6 +624,9 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
public virtual void SendBulkUpdateInventory(InventoryItemBase item)
{
}
public virtual void SendBulkUpdateInventory(InventoryFolderBase folderBase)
{}
public void SendTakeControls(int controls, bool passToAgent, bool TakeControls)
{