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* Working towards notifying the client if the inventory service has failed, rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards * Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
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@@ -618,6 +618,28 @@ namespace OpenSim.Region.Environment.Scenes
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return result;
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}
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/// <summary>
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/// Get the controlling client for the given avatar, if there is one.
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///
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/// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
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/// use the ScenePresence. This could be better solved in a number of ways - we could establish an
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/// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
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/// suitable solution).
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns>null if either the avatar wasn't in the scene, or they do not have a controlling client</returns>
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public IClientAPI GetControllingClient(LLUUID agentId)
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{
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ScenePresence presence = GetScenePresence(agentId);
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if (presence != null)
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{
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return presence.ControllingClient;
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}
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return null;
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}
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/// <summary>
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/// Request a filtered list of m_scenePresences in this World
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@@ -640,16 +662,17 @@ namespace OpenSim.Region.Environment.Scenes
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}
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/// <summary>
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/// Request a Avatar by UUID
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/// Request a scene presence by UUID
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/// </summary>
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/// <param name="avatarID"></param>
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/// <returns></returns>
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public ScenePresence GetScenePresence(LLUUID avatarID)
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/// <returns>null if the agent was not found</returns>
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public ScenePresence GetScenePresence(LLUUID agentID)
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{
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if (ScenePresences.ContainsKey(avatarID))
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if (ScenePresences.ContainsKey(agentID))
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{
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return ScenePresences[avatarID];
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return ScenePresences[agentID];
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}
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return null;
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}
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