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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Threading;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Services.Interfaces;
- namespace OpenSim.Region.Framework.Scenes
- {
- public partial class Scene
- {
- /// <summary>
- /// Send chat to listeners.
- /// </summary>
- /// <param name='message'></param>
- /// <param name='type'>/param>
- /// <param name='channel'></param>
- /// <param name='fromPos'></param>
- /// <param name='fromName'></param>
- /// <param name='fromID'></param>
- /// <param name='targetID'></param>
- /// <param name='fromAgent'></param>
- /// <param name='broadcast'></param>
- protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
- UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
- {
- OSChatMessage args = new OSChatMessage();
- args.Message = Utils.BytesToString(message);
- args.Channel = channel;
- args.Type = type;
- args.Position = fromPos;
- args.SenderUUID = fromID;
- args.Scene = this;
- if (fromAgent)
- {
- ScenePresence user = GetScenePresence(fromID);
- if (user != null)
- args.Sender = user.ControllingClient;
- }
- else
- {
- SceneObjectPart obj = GetSceneObjectPart(fromID);
- args.SenderObject = obj;
- }
- args.From = fromName;
- args.TargetUUID = targetID;
- // m_log.DebugFormat(
- // "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
- // args.Message.Replace("\n", "\\n"), args.Channel, args.Type, fromName, broadcast);
- if (broadcast)
- EventManager.TriggerOnChatBroadcast(this, args);
- else
- EventManager.TriggerOnChatFromWorld(this, args);
- }
- protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
- UUID fromID, bool fromAgent, bool broadcast)
- {
- SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
- UUID fromID, bool fromAgent)
- {
- SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, false);
- }
- public void SimChat(string message, ChatTypeEnum type, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
- {
- SimChat(Utils.StringToBytes(message), type, 0, fromPos, fromName, fromID, fromAgent);
- }
- public void SimChat(string message, string fromName)
- {
- SimChat(message, ChatTypeEnum.Broadcast, Vector3.Zero, fromName, UUID.Zero, false);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- public void SimChatBroadcast(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
- UUID fromID, bool fromAgent)
- {
- SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- /// <param name="targetID"></param>
- public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
- {
- SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="message"></param>
- /// <param name="type"></param>
- /// <param name="channel"></param>
- /// <param name="fromPos"></param>
- /// <param name="fromName"></param>
- /// <param name="fromAgentID"></param>
- /// <param name="targetID"></param>
- public void SimChatToAgent(UUID targetID, byte[] message, int channel, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
- {
- SimChat(message, ChatTypeEnum.Region, channel, fromPos, fromName, fromID, targetID, fromAgent, false);
- }
- /// <summary>
- /// Invoked when the client requests a prim.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- public void RequestPrim(uint primLocalID, IClientAPI remoteClient)
- {
- SceneObjectGroup sog = GetGroupByPrim(primLocalID);
- if (sog != null)
- sog.SendFullUpdateToClient(remoteClient);
- }
- /// <summary>
- /// Invoked when the client selects a prim.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
- {
- SceneObjectPart part = GetSceneObjectPart(primLocalID);
- if (null == part)
- return;
- if (part.IsRoot)
- {
- SceneObjectGroup sog = part.ParentGroup;
- sog.SendPropertiesToClient(remoteClient);
- sog.IsSelected = true;
- // A prim is only tainted if it's allowed to be edited by the person clicking it.
- if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
- || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
- {
- EventManager.TriggerParcelPrimCountTainted();
- }
- }
- else
- {
- part.SendPropertiesToClient(remoteClient);
- }
- }
- /// <summary>
- /// Handle the update of an object's user group.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="groupID"></param>
- /// <param name="objectLocalID"></param>
- /// <param name="Garbage"></param>
- private void HandleObjectGroupUpdate(
- IClientAPI remoteClient, UUID groupID, uint objectLocalID, UUID Garbage)
- {
- if (m_groupsModule == null)
- return;
- // XXX: Might be better to get rid of this special casing and have GetMembershipData return something
- // reasonable for a UUID.Zero group.
- if (groupID != UUID.Zero)
- {
- GroupMembershipData gmd = m_groupsModule.GetMembershipData(groupID, remoteClient.AgentId);
-
- if (gmd == null)
- {
- // m_log.WarnFormat(
- // "[GROUPS]: User {0} is not a member of group {1} so they can't update {2} to this group",
- // remoteClient.Name, GroupID, objectLocalID);
-
- return;
- }
- }
- SceneObjectGroup so = ((Scene)remoteClient.Scene).GetGroupByPrim(objectLocalID);
- if (so != null)
- {
- if (so.OwnerID == remoteClient.AgentId)
- {
- so.SetGroup(groupID, remoteClient);
- }
- }
- }
- /// <summary>
- /// Handle the deselection of a prim from the client.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- public void DeselectPrim(uint primLocalID, IClientAPI remoteClient)
- {
- SceneObjectPart part = GetSceneObjectPart(primLocalID);
- if (part == null)
- return;
-
- // A deselect packet contains all the local prims being deselected. However, since selection is still
- // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
- // we end up sending many duplicate ObjectUpdates
- if (part.ParentGroup.RootPart.LocalId != part.LocalId)
- return;
- // This is wrong, wrong, wrong. Selection should not be
- // handled by group, but by prim. Legacy cruft.
- // TODO: Make selection flagging per prim!
- //
- part.ParentGroup.IsSelected = false;
-
- part.ParentGroup.ScheduleGroupForFullUpdate();
- // If it's not an attachment, and we are allowed to move it,
- // then we might have done so. If we moved across a parcel
- // boundary, we will need to recount prims on the parcels.
- // For attachments, that makes no sense.
- //
- if (!part.ParentGroup.IsAttachment)
- {
- if (Permissions.CanEditObject(
- part.UUID, remoteClient.AgentId)
- || Permissions.CanMoveObject(
- part.UUID, remoteClient.AgentId))
- EventManager.TriggerParcelPrimCountTainted();
- }
- }
- public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
- int transactiontype, string description)
- {
- EventManager.MoneyTransferArgs args = new EventManager.MoneyTransferArgs(source, destination, amount,
- transactiontype, description);
- EventManager.TriggerMoneyTransfer(this, args);
- }
- public virtual void ProcessParcelBuy(UUID agentId, UUID groupId, bool final, bool groupOwned,
- bool removeContribution, int parcelLocalID, int parcelArea, int parcelPrice, bool authenticated)
- {
- EventManager.LandBuyArgs args = new EventManager.LandBuyArgs(agentId, groupId, final, groupOwned,
- removeContribution, parcelLocalID, parcelArea,
- parcelPrice, authenticated);
- // First, allow all validators a stab at it
- m_eventManager.TriggerValidateLandBuy(this, args);
- // Then, check validation and transfer
- m_eventManager.TriggerLandBuy(this, args);
- }
- public virtual void ProcessObjectGrab(uint localID, Vector3 offsetPos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
-
- if (part == null)
- return;
- SceneObjectGroup obj = part.ParentGroup;
- SurfaceTouchEventArgs surfaceArg = null;
- if (surfaceArgs != null && surfaceArgs.Count > 0)
- surfaceArg = surfaceArgs[0];
- // Currently only grab/touch for the single prim
- // the client handles rez correctly
- obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
-
- // If the touched prim handles touches, deliver it
- // If not, deliver to root prim
- if ((part.ScriptEvents & scriptEvents.touch_start) != 0)
- EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
- // Deliver to the root prim if the touched prim doesn't handle touches
- // or if we're meant to pass on touches anyway. Don't send to root prim
- // if prim touched is the root prim as we just did it
- if (((part.ScriptEvents & scriptEvents.touch_start) == 0) ||
- (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
- {
- EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
- }
- }
- public virtual void ProcessObjectGrabUpdate(
- UUID objectID, Vector3 offset, Vector3 pos, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- SceneObjectPart part = GetSceneObjectPart(objectID);
- if (part == null)
- return;
- SceneObjectGroup obj = part.ParentGroup;
- SurfaceTouchEventArgs surfaceArg = null;
- if (surfaceArgs != null && surfaceArgs.Count > 0)
- surfaceArg = surfaceArgs[0];
- // If the touched prim handles touches, deliver it
- // If not, deliver to root prim
- if ((part.ScriptEvents & scriptEvents.touch) != 0)
- EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg);
- // Deliver to the root prim if the touched prim doesn't handle touches
- // or if we're meant to pass on touches anyway. Don't send to root prim
- // if prim touched is the root prim as we just did it
- if (((part.ScriptEvents & scriptEvents.touch) == 0) ||
- (part.PassTouches && (part.LocalId != obj.RootPart.LocalId)))
- {
- EventManager.TriggerObjectGrabbing(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg);
- }
- }
- public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- SceneObjectPart part = GetSceneObjectPart(localID);
- if (part == null)
- return;
- SceneObjectGroup obj = part.ParentGroup;
- SurfaceTouchEventArgs surfaceArg = null;
- if (surfaceArgs != null && surfaceArgs.Count > 0)
- surfaceArg = surfaceArgs[0];
- // If the touched prim handles touches, deliver it
- // If not, deliver to root prim
- if ((part.ScriptEvents & scriptEvents.touch_end) != 0)
- EventManager.TriggerObjectDeGrab(part.LocalId, 0, remoteClient, surfaceArg);
- else
- EventManager.TriggerObjectDeGrab(obj.RootPart.LocalId, part.LocalId, remoteClient, surfaceArg);
- }
- public void ProcessScriptReset(IClientAPI remoteClient, UUID objectID,
- UUID itemID)
- {
- SceneObjectPart part=GetSceneObjectPart(objectID);
- if (part == null)
- return;
- if (Permissions.CanResetScript(objectID, itemID, remoteClient.AgentId))
- {
- EventManager.TriggerScriptReset(part.LocalId, itemID);
- }
- }
- void ProcessViewerEffect(IClientAPI remoteClient, List<ViewerEffectEventHandlerArg> args)
- {
- // TODO: don't create new blocks if recycling an old packet
- bool discardableEffects = true;
- ViewerEffectPacket.EffectBlock[] effectBlockArray = new ViewerEffectPacket.EffectBlock[args.Count];
- for (int i = 0; i < args.Count; i++)
- {
- ViewerEffectPacket.EffectBlock effect = new ViewerEffectPacket.EffectBlock();
- effect.AgentID = args[i].AgentID;
- effect.Color = args[i].Color;
- effect.Duration = args[i].Duration;
- effect.ID = args[i].ID;
- effect.Type = args[i].Type;
- effect.TypeData = args[i].TypeData;
- effectBlockArray[i] = effect;
- if ((EffectType)effect.Type != EffectType.LookAt && (EffectType)effect.Type != EffectType.Beam)
- discardableEffects = false;
- //m_log.DebugFormat("[YYY]: VE {0} {1} {2}", effect.AgentID, effect.Duration, (EffectType)effect.Type);
- }
- ForEachScenePresence(sp =>
- {
- if (sp.ControllingClient.AgentId != remoteClient.AgentId)
- {
- if (!discardableEffects ||
- (discardableEffects && ShouldSendDiscardableEffect(remoteClient, sp)))
- {
- //m_log.DebugFormat("[YYY]: Sending to {0}", sp.UUID);
- sp.ControllingClient.SendViewerEffect(effectBlockArray);
- }
- //else
- // m_log.DebugFormat("[YYY]: Not sending to {0}", sp.UUID);
- }
- });
- }
- private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
- {
- return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
- }
- /// <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>
- /// <param name="ownerID"></param>
- /// <param name="fetchFolders"></param>
- /// <param name="fetchItems"></param>
- /// <param name="sortOrder"></param>
- public void HandleFetchInventoryDescendents(IClientAPI remoteClient, UUID folderID, UUID ownerID,
- bool fetchFolders, bool fetchItems, int sortOrder)
- {
- // m_log.DebugFormat(
- // "[USER INVENTORY]: HandleFetchInventoryDescendents() for {0}, folder={1}, fetchFolders={2}, fetchItems={3}, sortOrder={4}",
- // remoteClient.Name, folderID, fetchFolders, fetchItems, sortOrder);
- if (folderID == UUID.Zero)
- return;
- // FIXME MAYBE: We're not handling sortOrder!
- // 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.
- // can be handled transparently).
- InventoryFolderImpl fold = null;
- if (LibraryService != null && LibraryService.LibraryRootFolder != null)
- {
- if ((fold = LibraryService.LibraryRootFolder.FindFolder(folderID)) != null)
- {
- remoteClient.SendInventoryFolderDetails(
- fold.Owner, folderID, fold.RequestListOfItems(),
- fold.RequestListOfFolders(), fold.Version, fetchFolders, fetchItems);
- 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);
- }
- delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
- void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
- {
- SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
- }
- void SendInventoryComplete(IAsyncResult iar)
- {
- SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
- d.EndInvoke(iar);
- }
-
- /// <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,
- 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);
- }
- }
- }
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