More work on inventory, can now create other inventory types, like Clothes and body parts. [Note while you can edit these, at the moment your changes won't be saved between restarts. This will be fixed very soon.]

This commit is contained in:
MW
2007-08-15 18:34:36 +00:00
parent 2a5a8c48c3
commit 94dded470d
14 changed files with 247 additions and 54 deletions

View File

@@ -714,33 +714,41 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="nextOwnerMask"></param>
public void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID transActionID, LLUUID folderID, uint callbackID, string description, string name, sbyte invType, sbyte type, byte wearableType, uint nextOwnerMask)
{
CachedUserInfo userInfo = commsManager.UserProfiles.GetUserDetails(remoteClient.AgentId);
if (userInfo != null)
if (transActionID == LLUUID.Zero)
{
AssetBase asset = new AssetBase();
asset.Name = name;
asset.Description = description;
asset.InvType = invType;
asset.Type = type;
asset.FullID = LLUUID.Random();
asset.Data = new byte[1];
this.assetCache.AddAsset(asset);
CachedUserInfo userInfo = commsManager.UserProfiles.GetUserDetails(remoteClient.AgentId);
if (userInfo != null)
{
AssetBase asset = new AssetBase();
asset.Name = name;
asset.Description = description;
asset.InvType = invType;
asset.Type = type;
asset.FullID = LLUUID.Random();
asset.Data = new byte[1];
this.assetCache.AddAsset(asset);
InventoryItemBase item = new InventoryItemBase();
item.avatarID = remoteClient.AgentId;
item.creatorsID = remoteClient.AgentId;
item.inventoryID = LLUUID.Random();
item.assetID = asset.FullID;
item.inventoryDescription = description;
item.inventoryName = name;
item.assetType = invType;
item.invType = invType;
item.parentFolderID = folderID;
item.inventoryCurrentPermissions = 2147483647;
item.inventoryNextPermissions = nextOwnerMask;
InventoryItemBase item = new InventoryItemBase();
item.avatarID = remoteClient.AgentId;
item.creatorsID = remoteClient.AgentId;
item.inventoryID = LLUUID.Random();
item.assetID = asset.FullID;
item.inventoryDescription = description;
item.inventoryName = name;
item.assetType = invType;
item.invType = invType;
item.parentFolderID = folderID;
item.inventoryCurrentPermissions = 2147483647;
item.inventoryNextPermissions = nextOwnerMask;
userInfo.AddItem(remoteClient.AgentId, item);
remoteClient.SendInventoryItemUpdate(item);
userInfo.AddItem(remoteClient.AgentId, item);
remoteClient.SendInventoryItemUpdate(item);
}
}
else
{
commsManager.TransactionsManager.HandleInventoryFromTransaction(remoteClient, transActionID, folderID, callbackID, description, name, invType, type, wearableType, nextOwnerMask);
//System.Console.WriteLine("request to create inventory item from transaction " + transActionID);
}
}

View File

@@ -577,6 +577,7 @@ namespace OpenSim.Region.Environment.Scenes
CreateAndAddScenePresence(client);
m_LandManager.sendParcelOverlay(client);
commsManager.UserProfiles.AddNewUser(client.AgentId);
commsManager.TransactionsManager.AddUser(client.AgentId);
}
protected virtual void SubscribeToClientEvents(IClientAPI client)
@@ -625,6 +626,8 @@ namespace OpenSim.Region.Environment.Scenes
client.OnFetchInventoryDescendents += commsManager.UserProfiles.HandleFecthInventoryDescendents;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnFetchInventory += commsManager.UserProfiles.HandleFetchInventory;
client.OnAssetUploadRequest += commsManager.TransactionsManager.HandleUDPUploadRequest;
client.OnXferReceive += commsManager.TransactionsManager.HandleXfer;
client.OnGrabObject += ProcessObjectGrab;
}

View File

@@ -706,7 +706,6 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
#endregion
/// <summary>
///