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Fixed so Inventory structure is correct after a log out and re-login (in Sandbox accounts)
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@@ -332,7 +332,7 @@ namespace OpenSim
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break;
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case PacketType.CreateInventoryFolder:
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CreateInventoryFolderPacket invFolder = (CreateInventoryFolderPacket)Pack;
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m_inventoryCache.CreateNewInventoryFolder(this, invFolder.FolderData.FolderID, (ushort)invFolder.FolderData.Type);
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m_inventoryCache.CreateNewInventoryFolder(this, invFolder.FolderData.FolderID, (ushort)invFolder.FolderData.Type, Helpers.FieldToString(invFolder.FolderData.Name), invFolder.FolderData.ParentID);
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Console.WriteLine(Pack.ToString());
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break;
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case PacketType.CreateInventoryItem:
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@@ -361,6 +361,7 @@ namespace OpenSim
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AssetBase asset = m_assetCache.GetAsset(update.InventoryData[i].TransactionID.Combine(this.SecureSessionID));
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if (asset != null)
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{
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Console.WriteLine("updating inventory item, found asset" + asset.FullID.ToStringHyphenated() + " already in cache");
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m_inventoryCache.UpdateInventoryItem(this, update.InventoryData[i].ItemID, asset);
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}
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else
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@@ -368,8 +369,13 @@ namespace OpenSim
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asset = this.UploadAssets.AddUploadToAssetCache(update.InventoryData[i].TransactionID);
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if (asset != null)
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{
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Console.WriteLine("updating inventory item, adding asset" + asset.FullID.ToStringHyphenated() + " to cache");
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m_inventoryCache.UpdateInventoryItem(this, update.InventoryData[i].ItemID, asset);
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}
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else
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{
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Console.WriteLine("trying to update inventory item, but asset is null");
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}
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}
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}
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}
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@@ -712,6 +718,7 @@ namespace OpenSim
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if (this.m_userServer != null)
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{
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// a user server is set so request the inventory from it
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Console.WriteLine("getting inventory from user server");
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inventory = m_inventoryCache.FetchAgentsInventory(this.AgentID, m_userServer);
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}
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else
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