Viewer 3 will discard such a message if the chat message owner does not match the avatar. We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages. This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages. This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
581 lines
25 KiB
C#
581 lines
25 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 OpenSimulator 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 System.Threading;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.Framework.Scenes
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{
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public partial class Scene
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{
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/// <summary>
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/// Send chat to listeners.
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/// </summary>
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/// <param name='message'></param>
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/// <param name='type'>/param>
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/// <param name='channel'></param>
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/// <param name='fromPos'></param>
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/// <param name='fromName'></param>
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/// <param name='fromID'></param>
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/// <param name='targetID'></param>
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/// <param name='fromAgent'></param>
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/// <param name='broadcast'></param>
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protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
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{
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OSChatMessage args = new OSChatMessage();
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args.Message = Utils.BytesToString(message);
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args.Channel = channel;
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args.Type = type;
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args.Position = fromPos;
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args.SenderUUID = fromID;
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args.Scene = this;
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if (fromAgent)
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{
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ScenePresence user = GetScenePresence(fromID);
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if (user != null)
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args.Sender = user.ControllingClient;
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}
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else
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{
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SceneObjectPart obj = GetSceneObjectPart(fromID);
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args.SenderObject = obj;
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}
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args.From = fromName;
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args.TargetUUID = targetID;
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// m_log.DebugFormat(
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// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
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// args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
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if (broadcast)
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EventManager.TriggerOnChatBroadcast(this, args);
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else
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EventManager.TriggerOnChatFromWorld(this, args);
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}
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protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent, bool broadcast)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false);
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}
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public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
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{
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SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent);
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}
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public void SimChat(string message, string fromName)
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{
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SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
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UUID fromID, bool fromAgent)
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{
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SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="message"></param>
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/// <param name="type"></param>
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/// <param name="fromPos"></param>
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/// <param name="fromName"></param>
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/// <param name="fromAgentID"></param>
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/// <param name="targetID"></param>
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public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
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{
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SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
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}
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/// <summary>
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/// Invoked when the client requests a prim.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectGroup sog = GetGroupByPrim(primLocalID);
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if (sog != null)
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sog.SendFullUpdateToClient(remoteClient);
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}
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/// <summary>
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/// Invoked when the client selects a prim.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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if (null == part)
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return;
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if (part.IsRoot)
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{
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SceneObjectGroup sog = part.ParentGroup;
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sog.SendPropertiesToClient(remoteClient);
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sog.IsSelected = true;
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// A prim is only tainted if it's allowed to be edited by the person clicking it.
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if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
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{
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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else
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{
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part.SendPropertiesToClient(remoteClient);
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}
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}
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/// <summary>
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/// Handle the update of an object's user group.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="groupID"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="Garbage"></param>
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private void HandleObjectGroupUpdate(
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IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage)
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{
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if (m_groupsModule == null)
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return;
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// XXX: Might be better to get rid of this special casing and have GetMembershipData return something
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// reasonable for a UUID.Zero group.
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if (groupID != UUID.Zero)
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{
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GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
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if (gmd == null)
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{
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// m_log.WarnFormat(
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// "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
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// remoteClient.Name, GroupID, objectLocalID);
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return;
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}
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}
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SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID);
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if (so != null)
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{
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if (so.OwnerID == remoteClient.AgentId)
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{
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so.SetGroup(groupID, remoteClient);
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}
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}
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}
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/// <summary>
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/// Handle the deselection of a prim from the client.
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/// </summary>
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/// <param name="primLocalID"></param>
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/// <param name="remoteClient"></param>
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public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
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{
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SceneObjectPart part = GetSceneObjectPart(primLocalID);
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if (part == null)
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return;
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// A deselect packet contains all the local prims being deselected. However, since selection is still
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// group based we only want the root prim to trigger a full update - otherwise on objects with many prims
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// we end up sending many duplicate ObjectUpdates
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if (part.ParentGroup.RootPart.LocalId != part.LocalId)
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return;
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bool isAttachment = false;
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// This is wrong, wrong, wrong. Selection should not be
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// handled by group, but by prim. Legacy cruft.
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// TODO: Make selection flagging per prim!
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//
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part.ParentGroup.IsSelected = false;
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if (part.ParentGroup.IsAttachment)
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isAttachment = true;
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else
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part.ParentGroup.ScheduleGroupForFullUpdate();
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// If it's not an attachment, and we are allowed to move it,
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// then we might have done so. If we moved across a parcel
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// boundary, we will need to recount prims on the parcels.
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// For attachments, that makes no sense.
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//
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if (!isAttachment)
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{
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if (Permissions.CanEditObject(
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part.UUID, remoteClient.AgentId)
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|| Permissions.CanMoveObject(
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part.UUID, remoteClient.AgentId))
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EventManager.TriggerParcelPrimCountTainted();
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}
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}
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public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
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int transactiontype, string description)
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{
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EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount,
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transactiontype, description);
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EventManager.TriggerMoneyTransfer(this, args);
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}
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public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
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bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
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{
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EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned,
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removeContribution, parcelLocalID, parcelArea,
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parcelPrice, authenticated);
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// First, allow all validators a stab at it
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m_eventManager.TriggerValidateLandBuy(this, args);
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// Then, check validation and transfer
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m_eventManager.TriggerLandBuy(this, args);
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}
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public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// Currently only grab/touch for the single prim
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// the client handles rez correctly
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obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
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EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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{
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EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
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}
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}
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public virtual void ProcessObjectGrabUpdate(
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UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(objectID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch) != 0)
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EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
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// Deliver to the root prim if the touched prim doesn't handle touches
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// or if we're meant to pass on touches anyway. Don't send to root prim
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// if prim touched is the root prim as we just did it
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if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
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(part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
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{
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EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
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}
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}
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public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part == null)
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return;
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SceneObjectGroup obj = part.ParentGroup;
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SurfaceTouchEventArgs surfaceArg = null;
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if (surfaceArgs != null && surfaceArgs.Count > 0)
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surfaceArg = surfaceArgs[0];
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// If the touched prim handles touches, deliver it
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// If not, deliver to root prim
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if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
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EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
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else
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EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
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}
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public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
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UUID itemID)
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{
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SceneObjectPart part=GetSceneObjectPart(objectID);
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if (part == null)
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return;
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if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId))
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{
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EventManager.TriggerScriptReset(part.LocalId, itemID);
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}
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}
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void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
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{
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// TODO: don't create new blocks if recycling an old packet
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ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
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for (int i = 0; i < args.Count; i++)
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{
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ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
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effect.AgentID = args[i].AgentID;
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effect.Color = args[i].Color;
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effect.Duration = args[i].Duration;
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effect.ID = args[i].ID;
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effect.Type = args[i].Type;
|
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effect.TypeData = args[i].TypeData;
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effectBlockArray[i] = effect;
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}
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|
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ForEachClient(
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delegate(IClientAPI client)
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|
{
|
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if (client.AgentId != remoteClient.AgentId)
|
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client.SendViewerEffect(effectBlockArray);
|
|
}
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tell the client about the various child items and folders contained in the requested folder.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
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|
/// <param name="ownerID"></param>
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/// <param name="fetchFolders"></param>
|
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/// <param name="fetchItems"></param>
|
|
/// <param name="sortOrder"></param>
|
|
public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID,
|
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bool fetchFolders, bool fetchItems, int sortOrder)
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{
|
|
// m_log.DebugFormat(
|
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// "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}",
|
|
// remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder);
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|
|
|
if (folderID == UUID.Zero)
|
|
return;
|
|
|
|
// FIXME MAYBE: We're not handling sortOrder!
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|
|
|
// TODO: This code for looking in the folder for the library should be folded somewhere else
|
|
// so that this class doesn't have to know the details (and so that multiple libraries, etc.
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|
// can be handled transparently).
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|
InventoryFolderImpl fold = null;
|
|
if (LibraryService != null && LibraryService.LibraryRootFolder != null)
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|
{
|
|
if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
|
|
{
|
|
remoteClient.SendInventoryFolderDetails(
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|
fold.Owner, folderID, fold.RequestListOfItems(),
|
|
fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
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|
return;
|
|
}
|
|
}
|
|
|
|
// We're going to send the reply async, because there may be
|
|
// an enormous quantity of packets -- basically the entire inventory!
|
|
// We don't want to block the client thread while all that is happening.
|
|
SendInventoryDelegate d = SendInventoryAsync;
|
|
d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
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|
}
|
|
|
|
delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
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|
|
|
void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
|
|
{
|
|
SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
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|
}
|
|
|
|
void SendInventoryComplete(IAsyncResult iar)
|
|
{
|
|
SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
|
|
d.EndInvoke(iar);
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|
}
|
|
|
|
/// <summary>
|
|
/// Handle an inventory folder creation request from the client.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="folderType"></param>
|
|
/// <param name="folderName"></param>
|
|
/// <param name="parentID"></param>
|
|
public void HandleCreateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort folderType,
|
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string folderName, UUID parentID)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, folderName, remoteClient.AgentId, (short)folderType, parentID, 1);
|
|
if (!InventoryService.AddFolder(folder))
|
|
{
|
|
m_log.WarnFormat(
|
|
"[AGENT INVENTORY]: Failed to create folder for user {0} {1}",
|
|
remoteClient.Name, remoteClient.AgentId);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle a client request to update the inventory folder
|
|
/// </summary>
|
|
///
|
|
/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
|
|
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
|
|
/// and needs to be changed.
|
|
///
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
/// <param name="type"></param>
|
|
/// <param name="name"></param>
|
|
/// <param name="parentID"></param>
|
|
public void HandleUpdateInventoryFolder(IClientAPI remoteClient, UUID folderID, ushort type, string name,
|
|
UUID parentID)
|
|
{
|
|
// m_log.DebugFormat(
|
|
// "[AGENT INVENTORY]: Updating inventory folder {0} {1} for {2} {3}", folderID, name, remoteClient.Name, remoteClient.AgentId);
|
|
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
|
|
folder = InventoryService.GetFolder(folder);
|
|
if (folder != null)
|
|
{
|
|
folder.Name = name;
|
|
folder.Type = (short)type;
|
|
folder.ParentID = parentID;
|
|
if (!InventoryService.UpdateFolder(folder))
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[AGENT INVENTORY]: Failed to update folder for user {0} {1}",
|
|
remoteClient.Name, remoteClient.AgentId);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, remoteClient.AgentId);
|
|
folder = InventoryService.GetFolder(folder);
|
|
if (folder != null)
|
|
{
|
|
folder.ParentID = parentID;
|
|
if (!InventoryService.MoveFolder(folder))
|
|
m_log.WarnFormat("[AGENT INVENTORY]: could not move folder {0}", folderID);
|
|
else
|
|
m_log.DebugFormat("[AGENT INVENTORY]: folder {0} moved to parent {1}", folderID, parentID);
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[AGENT INVENTORY]: request to move folder {0} but folder not found", folderID);
|
|
}
|
|
}
|
|
|
|
delegate void PurgeFolderDelegate(UUID userID, UUID folder);
|
|
|
|
/// <summary>
|
|
/// This should delete all the items and folders in the given directory.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="folderID"></param>
|
|
public void HandlePurgeInventoryDescendents(IClientAPI remoteClient, UUID folderID)
|
|
{
|
|
PurgeFolderDelegate d = PurgeFolderAsync;
|
|
try
|
|
{
|
|
d.BeginInvoke(remoteClient.AgentId, folderID, PurgeFolderCompleted, d);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("[AGENT INVENTORY]: Exception on purge folder for user {0}: {1}", remoteClient.AgentId, e.Message);
|
|
}
|
|
}
|
|
|
|
private void PurgeFolderAsync(UUID userID, UUID folderID)
|
|
{
|
|
InventoryFolderBase folder = new InventoryFolderBase(folderID, userID);
|
|
|
|
if (InventoryService.PurgeFolder(folder))
|
|
m_log.DebugFormat("[AGENT INVENTORY]: folder {0} purged successfully", folderID);
|
|
else
|
|
m_log.WarnFormat("[AGENT INVENTORY]: could not purge folder {0}", folderID);
|
|
}
|
|
|
|
private void PurgeFolderCompleted(IAsyncResult iar)
|
|
{
|
|
PurgeFolderDelegate d = (PurgeFolderDelegate)iar.AsyncState;
|
|
d.EndInvoke(iar);
|
|
}
|
|
}
|
|
}
|