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Renamed QueryItem/QueryFolder to GetItem/GetFolder. The word 'query' starting to get on my nerves.
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@@ -140,7 +140,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns></returns>
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public virtual UUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, UUID itemID, byte[] data)
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{
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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@@ -315,7 +315,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdateInventoryItemAsset(IClientAPI remoteClient, UUID transactionID,
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UUID itemID, InventoryItemBase itemUpd)
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{
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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@@ -408,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Console.WriteLine("Scene.Inventory.cs: GiveInventoryItem");
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemId));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemId));
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if ((item != null) && (item.Owner == senderId))
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{
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@@ -505,7 +505,7 @@ namespace OpenSim.Region.Framework.Scenes
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UUID recipientId, UUID senderId, UUID folderId, UUID recipientParentFolderId)
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{
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//// Retrieve the folder from the sender
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InventoryFolderBase folder = InventoryService.QueryFolder(new InventoryFolderBase(folderId));
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InventoryFolderBase folder = InventoryService.GetFolder(new InventoryFolderBase(folderId));
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if (null == folder)
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{
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m_log.ErrorFormat(
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@@ -558,7 +558,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (item == null)
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{
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item = InventoryService.QueryItem(new InventoryItemBase(oldItemID));
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item = InventoryService.GetItem(new InventoryItemBase(oldItemID));
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if (item == null)
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{
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@@ -636,7 +636,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Moving item {0} to {1} for {2}", itemID, folderID, remoteClient.AgentId);
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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@@ -1224,7 +1224,7 @@ namespace OpenSim.Region.Framework.Scenes
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UUID copyID = UUID.Random();
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if (itemID != UUID.Zero)
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{
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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// Try library
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if (null == item)
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@@ -1287,7 +1287,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (itemID != UUID.Zero) // transferred from an avatar inventory to the prim's inventory
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{
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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// Try library
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// XXX clumsy, possibly should be one call
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@@ -1673,7 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (DeRezAction.SaveToExistingUserInventoryItem == action)
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{
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item = new InventoryItemBase(objectGroup.RootPart.FromUserInventoryItemID);
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item = InventoryService.QueryItem(item);
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item = InventoryService.GetItem(item);
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//item = userInfo.RootFolder.FindItem(
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// objectGroup.RootPart.FromUserInventoryItemID);
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@@ -1834,7 +1834,7 @@ namespace OpenSim.Region.Framework.Scenes
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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@@ -1984,7 +1984,7 @@ namespace OpenSim.Region.Framework.Scenes
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BypassRayCast, bRayEndIsIntersection,true,scale, false);
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// Rez object
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InventoryItemBase item = InventoryService.QueryItem(new InventoryItemBase(itemID));
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InventoryItemBase item = InventoryService.GetItem(new InventoryItemBase(itemID));
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if (item != null)
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{
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