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You want large textures, you shall have! - Xfer system now working for large asset uploads
Fixed the VS solution file. Now forwars ViewerEffect messages onto the other clients Renamed OpenSim.Framework/Inventory.cs to OpenSim.Framework/AgentInventory.cs
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@@ -65,14 +65,20 @@ namespace OpenSim.Assets
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}
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}
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public bool CreateNewInventoryFolder(SimClient remoteClient, LLUUID folderID)
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{
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return this.CreateNewInventoryFolder(remoteClient, folderID, 0);
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}
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public bool CreateNewInventoryFolder(SimClient remoteClient, LLUUID folderID, ushort type)
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{
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bool res = false;
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if (folderID != LLUUID.Zero) //don't create a folder with a zero id
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{
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if (this._agentsInventory.ContainsKey(remoteClient.AgentID))
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{
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res = this._agentsInventory[remoteClient.AgentID].CreateNewFolder(folderID);
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res = this._agentsInventory[remoteClient.AgentID].CreateNewFolder(folderID, type);
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}
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}
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return res;
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@@ -94,6 +100,22 @@ namespace OpenSim.Assets
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return newItem;
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}
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public bool UpdateInventoryItem(SimClient remoteClient, LLUUID itemID, OpenSim.Framework.Assets.AssetBase asset)
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{
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if (this._agentsInventory.ContainsKey(remoteClient.AgentID))
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{
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bool res = _agentsInventory[remoteClient.AgentID].UpdateItem(itemID, asset);
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if (res)
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{
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InventoryItem Item = this._agentsInventory[remoteClient.AgentID].InventoryItems[itemID];
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this.SendItemUpdateCreate(remoteClient, Item);
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}
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return res;
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}
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return false;
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}
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public void FetchInventoryDescendents(SimClient userInfo, FetchInventoryDescendentsPacket FetchDescend)
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{
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if (this._agentsInventory.ContainsKey(userInfo.AgentID))
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@@ -190,6 +212,7 @@ namespace OpenSim.Assets
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}
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}
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}
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private void SendItemUpdateCreate(SimClient remoteClient, InventoryItem Item)
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{
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@@ -223,7 +246,7 @@ namespace OpenSim.Assets
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}
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}
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public class UserServerRequest
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{
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