123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652 |
- /*
- * 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.Collections.Generic;
- using System.Threading;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications;
- using OpenSim.Framework.Communications.Cache;
- namespace OpenSim.Region.Framework.Scenes
- {
- public partial class Scene
- {
- protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
- UUID fromID, 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.
- if (broadcast)
- EventManager.TriggerOnChatBroadcast(this, args);
- else
- EventManager.TriggerOnChatFromWorld(this, args);
- }
-
- /// <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>
- /// Invoked when the client selects a prim.
- /// </summary>
- /// <param name="primLocalID"></param>
- /// <param name="remoteClient"></param>
- public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
- {
- List<EntityBase> EntityList = GetEntities();
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- if (((SceneObjectGroup) ent).LocalId == primLocalID)
- {
- ((SceneObjectGroup) ent).GetProperties(remoteClient);
- ((SceneObjectGroup) ent).IsSelected = true;
- // A prim is only tainted if it's allowed to be edited by the person clicking it.
- if (Permissions.CanEditObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId)
- || Permissions.CanMoveObject(((SceneObjectGroup)ent).UUID, remoteClient.AgentId))
- {
- EventManager.TriggerParcelPrimCountTainted();
- }
- break;
- }
- else
- {
- // We also need to check the children of this prim as they
- // can be selected as well and send property information
- bool foundPrim = false;
- foreach (KeyValuePair<UUID, SceneObjectPart> child in ((SceneObjectGroup) ent).Children)
- {
- if (child.Value.LocalId == primLocalID)
- {
- child.Value.GetProperties(remoteClient);
- foundPrim = true;
- break;
- }
- }
- if (foundPrim) break;
- }
- }
- }
- }
- /// <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;
-
- // The prim is in the process of being deleted.
- if (null == part.ParentGroup.RootPart)
- 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;
- bool isAttachment = false;
-
- // 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;
-
- if (part.ParentGroup.IsAttachment)
- isAttachment = true;
- else
- 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 (!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)
- {
- List<EntityBase> EntityList = GetEntities();
- SurfaceTouchEventArgs surfaceArg = null;
- if (surfaceArgs != null && surfaceArgs.Count > 0)
- surfaceArg = surfaceArgs[0];
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup obj = ent as SceneObjectGroup;
- if (obj != null)
- {
- // Is this prim part of the group
- if (obj.HasChildPrim(localID))
- {
- // Currently only grab/touch for the single prim
- // the client handles rez correctly
- obj.ObjectGrabHandler(localID, offsetPos, remoteClient);
- SceneObjectPart part = obj.GetChildPart(localID);
- // 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);
- }
- return;
- }
- }
- }
- }
- }
- public virtual void ProcessObjectDeGrab(uint localID, IClientAPI remoteClient, List<SurfaceTouchEventArgs> surfaceArgs)
- {
- List<EntityBase> EntityList = GetEntities();
- SurfaceTouchEventArgs surfaceArg = null;
- if (surfaceArgs != null && surfaceArgs.Count > 0)
- surfaceArg = surfaceArgs[0];
- foreach (EntityBase ent in EntityList)
- {
- if (ent is SceneObjectGroup)
- {
- SceneObjectGroup obj = ent as SceneObjectGroup;
- // Is this prim part of the group
- if (obj.HasChildPrim(localID))
- {
- SceneObjectPart part=obj.GetChildPart(localID);
- if (part != null)
- {
- // 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);
- return;
- }
- return;
- }
- }
- }
- }
- public void ProcessAvatarPickerRequest(IClientAPI client, UUID avatarID, UUID RequestID, string query)
- {
- //EventManager.TriggerAvatarPickerRequest();
- List<AvatarPickerAvatar> AvatarResponses = new List<AvatarPickerAvatar>();
- AvatarResponses = m_sceneGridService.GenerateAgentPickerRequestResponse(RequestID, query);
- AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
- // TODO: don't create new blocks if recycling an old packet
- AvatarPickerReplyPacket.DataBlock[] searchData =
- new AvatarPickerReplyPacket.DataBlock[AvatarResponses.Count];
- AvatarPickerReplyPacket.AgentDataBlock agentData = new AvatarPickerReplyPacket.AgentDataBlock();
- agentData.AgentID = avatarID;
- agentData.QueryID = RequestID;
- replyPacket.AgentData = agentData;
- //byte[] bytes = new byte[AvatarResponses.Count*32];
- int i = 0;
- foreach (AvatarPickerAvatar item in AvatarResponses)
- {
- UUID translatedIDtem = item.AvatarID;
- searchData[i] = new AvatarPickerReplyPacket.DataBlock();
- searchData[i].AvatarID = translatedIDtem;
- searchData[i].FirstName = Utils.StringToBytes((string) item.firstName);
- searchData[i].LastName = Utils.StringToBytes((string) item.lastName);
- i++;
- }
- if (AvatarResponses.Count == 0)
- {
- searchData = new AvatarPickerReplyPacket.DataBlock[0];
- }
- replyPacket.Data = searchData;
- AvatarPickerReplyAgentDataArgs agent_data = new AvatarPickerReplyAgentDataArgs();
- agent_data.AgentID = replyPacket.AgentData.AgentID;
- agent_data.QueryID = replyPacket.AgentData.QueryID;
- List<AvatarPickerReplyDataArgs> data_args = new List<AvatarPickerReplyDataArgs>();
- for (i = 0; i < replyPacket.Data.Length; i++)
- {
- AvatarPickerReplyDataArgs data_arg = new AvatarPickerReplyDataArgs();
- data_arg.AvatarID = replyPacket.Data[i].AvatarID;
- data_arg.FirstName = replyPacket.Data[i].FirstName;
- data_arg.LastName = replyPacket.Data[i].LastName;
- data_args.Add(data_arg);
- }
- client.SendAvatarPickerReply(agent_data, data_args);
- }
- 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);
- }
- }
-
- /// <summary>
- /// Handle a fetch inventory request from the client
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="itemID"></param>
- /// <param name="ownerID"></param>
- public void HandleFetchInventory(IClientAPI remoteClient, UUID itemID, UUID ownerID)
- {
- if (ownerID == CommsManager.UserProfileCacheService.LibraryRoot.Owner)
- {
- //m_log.Debug("request info for library item");
- return;
- }
-
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
- if (userProfile.HasReceivedInventory)
- {
- InventoryItemBase item = null;
- if (userProfile.RootFolder == null)
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: User {0} {1} does not have a root folder.",
- remoteClient.Name, remoteClient.AgentId);
- else
- item = userProfile.RootFolder.FindItem(itemID);
-
- if (item != null)
- {
- remoteClient.SendInventoryItemDetails(ownerID, item);
- }
- }
- }
-
- /// <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)
- {
- // FIXME MAYBE: We're not handling sortOrder!
- // TODO: This code for looking in the folder for the library should be folded back into the
- // CachedUserInfo 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 ((fold = CommsManager.UserProfileCacheService.LibraryRoot.FindFolder(folderID)) != null)
- {
- remoteClient.SendInventoryFolderDetails(
- fold.Owner, folderID, fold.RequestListOfItems(),
- fold.RequestListOfFolders(), fetchFolders, fetchItems);
- return;
- }
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
-
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
- userProfile.SendInventoryDecendents(remoteClient, folderID, fetchFolders, fetchItems);
- }
-
- /// <summary>
- /// Handle the caps inventory descendents fetch.
- ///
- /// Since the folder structure is sent to the client on login, I believe we only need to handle items.
- /// </summary>
- /// <param name="agentID"></param>
- /// <param name="folderID"></param>
- /// <param name="ownerID"></param>
- /// <param name="fetchFolders"></param>
- /// <param name="fetchItems"></param>
- /// <param name="sortOrder"></param>
- /// <returns>null if the inventory look up failed</returns>
- public List<InventoryItemBase> HandleFetchInventoryDescendentsCAPS(UUID agentID, UUID folderID, UUID ownerID,
- bool fetchFolders, bool fetchItems, int sortOrder)
- {
- // m_log.DebugFormat(
- // "[INVENTORY CACHE]: Fetching folders ({0}), items ({1}) from {2} for agent {3}",
- // fetchFolders, fetchItems, folderID, agentID);
- // FIXME MAYBE: We're not handling sortOrder!
- // TODO: This code for looking in the folder for the library should be folded back into the
- // CachedUserInfo so that this class doesn't have to know the details (and so that multiple libraries, etc.
- // can be handled transparently).
- InventoryFolderImpl fold;
- if ((fold = CommsManager.UserProfileCacheService.LibraryRoot.FindFolder(folderID)) != null)
- {
- return fold.RequestListOfItems();
- }
-
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(agentID);
-
- if (null == userProfile)
- {
- m_log.ErrorFormat("[AGENT INVENTORY]: Could not find user profile for {0}", agentID);
- return null;
- }
- // XXX: When a client crosses into a scene, their entire inventory is fetched
- // asynchronously. If the client makes a request before the inventory is received, we need
- // to give the inventory a chance to come in.
- //
- // This is a crude way of dealing with that by retrying the lookup. It's not quite as bad
- // in CAPS as doing this with the udp request, since here it won't hold up other packets.
- // In fact, here we'll be generous and try for longer.
- if (!userProfile.HasReceivedInventory)
- {
- int attempts = 0;
- while (attempts++ < 30)
- {
- m_log.DebugFormat(
- "[INVENTORY CACHE]: Poll number {0} for inventory items in folder {1} for user {2}",
- attempts, folderID, agentID);
- Thread.Sleep(2000);
- if (userProfile.HasReceivedInventory)
- {
- break;
- }
- }
- }
- if (userProfile.HasReceivedInventory)
- {
- if ((fold = userProfile.RootFolder.FindFolder(folderID)) != null)
- {
- return fold.RequestListOfItems();
- }
- else
- {
- m_log.WarnFormat(
- "[AGENT INVENTORY]: Could not find folder {0} requested by user {1}",
- folderID, agentID);
- return null;
- }
- }
- else
- {
- m_log.ErrorFormat("[INVENTORY CACHE]: Could not find root folder for user {0}", agentID);
- return null;
- }
- }
-
- /// <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)
- {
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
-
- if (!userProfile.CreateFolder(folderName, folderID, folderType, parentID))
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Failed to move 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);
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
-
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
- if (!userProfile.UpdateFolder(name, folderID, type, parentID))
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Failed to update folder for user {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- }
- }
-
- /// <summary>
- /// Handle an inventory folder move request from the client.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="folderID"></param>
- /// <param name="parentID"></param>
- public void HandleMoveInventoryFolder(IClientAPI remoteClient, UUID folderID, UUID parentID)
- {
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
-
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
- if (!userProfile.MoveFolder(folderID, parentID))
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Failed to move folder {0} to {1} for user {2}",
- folderID, parentID, remoteClient.Name);
- }
- }
-
- /// <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)
- {
- CachedUserInfo userProfile = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
-
- if (null == userProfile)
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Could not find user profile for {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- return;
- }
- if (!userProfile.PurgeFolder(folderID))
- {
- m_log.ErrorFormat(
- "[AGENT INVENTORY]: Failed to purge folder for user {0} {1}",
- remoteClient.Name, remoteClient.AgentId);
- }
- }
- }
- }
|