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* You may also need to clear your cache before seeing any effect. * These fixes may or may not affect inventory on the RC client. * These fixes should make non-root folders work better, stop inventory failure on first login, allow trash to be emptied and make texture picker in object edit view work properly * Fixes are 1) make initial root folder request wait for async inventory delivery, 2) deliver all folders in the initial login skeleton, not just the root child ones and 3) deal with situations where we receive child folders from the inventory service before their parent is received.
220 lines
8.1 KiB
C#
220 lines
8.1 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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namespace OpenSim.Grid.InventoryServer
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{
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public class GridInventoryService : InventoryServiceBase
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public override void RequestInventoryForUser(LLUUID userID, InventoryFolderInfo folderCallBack,
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InventoryItemInfo itemCallBack)
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{
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}
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private bool TryGetUsersInventory(LLUUID userID, out List<InventoryFolderBase> folderList,
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out List<InventoryItemBase> itemsList)
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{
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List<InventoryFolderBase> rootFolders = RequestFirstLevelFolders(userID);
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List<InventoryItemBase> allItems = new List<InventoryItemBase>();
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List<InventoryFolderBase> allFolders = new List<InventoryFolderBase>();
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if (rootFolders != null)
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{
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allFolders.InsertRange(0, rootFolders);
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foreach (InventoryFolderBase subfolder in rootFolders)
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{
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List<InventoryFolderBase> subFolders = GetAllFolders(subfolder.folderID);
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if (subFolders != null)
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{
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allFolders.InsertRange(0, subFolders);
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}
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}
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}
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foreach (InventoryFolderBase folder in allFolders)
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{
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List<InventoryItemBase> items = RequestFolderItems(folder.folderID);
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if (items != null)
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{
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allItems.InsertRange(0, items);
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}
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}
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folderList = allFolders;
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itemsList = allItems;
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if (folderList != null)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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private List<InventoryFolderBase> GetAllFolders(LLUUID folder)
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{
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List<InventoryFolderBase> allFolders = new List<InventoryFolderBase>();
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List<InventoryFolderBase> folders = RequestSubFolders(folder);
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if (folders != null)
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{
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allFolders.InsertRange(0, folders);
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foreach (InventoryFolderBase subfolder in folders)
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{
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List<InventoryFolderBase> subFolders = GetAllFolders(subfolder.folderID);
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if (subFolders != null)
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{
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allFolders.InsertRange(0, subFolders);
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}
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}
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}
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return allFolders;
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}
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public InventoryCollection GetUserInventory(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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m_log.Info("[GRID INVENTORY]: Request for inventory of " + userID.ToString());
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InventoryCollection invCollection = new InventoryCollection();
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List<InventoryFolderBase> folders;
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List<InventoryItemBase> allItems;
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if (TryGetUsersInventory(userID, out folders, out allItems))
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{
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invCollection.AllItems = allItems;
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invCollection.Folders = folders;
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invCollection.UserID = userID;
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}
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// foreach (InventoryFolderBase folder in folders)
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// {
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// m_log.DebugFormat(
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// "[GRID INVENTORY]: Sending back folder {0}, {1}",
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// folder.name, folder.folderID);
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// }
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//
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// foreach (InventoryItemBase item in allItems)
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// {
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// m_log.DebugFormat(
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// "[GRID INVENTORY]: Sending back item {0}, {1}, folder {2}",
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// item.inventoryName, item.inventoryID, item.parentFolderID);
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// }
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return invCollection;
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}
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public bool CreateUsersInventory(Guid rawUserID)
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{
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LLUUID userID = new LLUUID(rawUserID);
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m_log.Info(
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"[INVENTORY]: Creating new set of inventory folders for " + userID.ToString());
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CreateNewUserInventory(userID);
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return true;
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}
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public override void AddNewInventoryFolder(LLUUID userID, InventoryFolderBase folder)
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{
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AddFolder(folder);
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}
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public override void MoveExistingInventoryFolder(InventoryFolderBase folder)
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{
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MoveFolder(folder);
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}
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public override void AddNewInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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AddItem(item);
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}
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public bool AddInventoryFolder(InventoryFolderBase folder)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.Info(
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"[INVENTORY]: " +
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"Updating in " + folder.parentID.ToString()
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+ ", folder " + folder.name);
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AddNewInventoryFolder(folder.agentID, folder);
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return true;
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}
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public bool MoveInventoryFolder(InventoryFolderBase folder)
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{
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m_log.Info(
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"[INVENTORY]: " +
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"Moving folder " + folder.folderID
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+ " to " + folder.parentID.ToString());
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MoveExistingInventoryFolder(folder);
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return true;
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}
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public bool AddInventoryItem(InventoryItemBase item)
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{
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// Right now, this actions act more like an update/insert combination than a simple create.
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m_log.Info(
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"[INVENTORY]: " +
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"Updating in " + item.parentFolderID.ToString()
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+ ", item " + item.inventoryName);
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AddNewInventoryItem(item.avatarID, item);
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return true;
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}
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public override void DeleteInventoryItem(LLUUID userID, InventoryItemBase item)
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{
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// extra spaces to align with other inventory messages
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m_log.Info(
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"[INVENTORY]: " +
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"Deleting in " + item.parentFolderID.ToString()
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+ ", item " + item.inventoryName);
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DeleteItem(item);
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}
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public bool DeleteInvItem(InventoryItemBase item)
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{
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DeleteInventoryItem(item.avatarID, item);
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return true;
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}
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}
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}
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