Example #1
0
// static
void LLFloaterProperties::onClickUpdate(void* user_data)
{
	LLFloaterProperties* floaterp = (LLFloaterProperties*)user_data;
	if(floaterp)
	{
		LLViewerInventoryItem* item = (LLViewerInventoryItem*)floaterp->findItem();
		if(item)
		{
			std::string str(floaterp->childGetValue("item_text").asString());
			std::string::size_type pos;
			while((pos = str.find("    ")) != std::string::npos)
			{
				str.replace(pos, 4, "\t");
			}
			
			std::istringstream strm(str);
			item->importLegacyStream(strm);

			if(floaterp->mObjectID.isNull())
			{
				// This is in the agent's inventory.
				item->updateServer(FALSE);
				gInventory.updateItem(item);
				gInventory.notifyObservers();

				item->setComplete(FALSE);
				item->fetchFromServer();
			}
			else
			{
				// This is in an object's contents.
				LLViewerObject* object = gObjectList.findObject(floaterp->mObjectID);
				if(object)
				{
					object->updateInventory(
						item,
						TASK_INVENTORY_ITEM_KEY,
						false);
					object->fetchInventoryFromServer();
				}
			}
		}
	}
}
void LLPreviewGesture::saveIfNeeded()
{
	if (!gAssetStorage)
	{
		llwarns << "Can't save gesture, no asset storage system." << llendl;
		return;
	}

	if (!mDirty)
	{
		return;
	}

	// Copy the UI into a gesture
	LLMultiGesture* gesture = createGesture();

	// Serialize the gesture
	S32 max_size = gesture->getMaxSerialSize();
	char* buffer = new char[max_size];

	LLDataPackerAsciiBuffer dp(buffer, max_size);

	BOOL ok = gesture->serialize(dp);

	if (dp.getCurrentSize() > 1000)
	{
		LLNotifications::instance().add("GestureSaveFailedTooManySteps");

		delete gesture;
		gesture = NULL;
	}
	else if (!ok)
	{
		LLNotifications::instance().add("GestureSaveFailedTryAgain");
		delete gesture;
		gesture = NULL;
	}
	else
	{
		// Every save gets a new UUID.  Yup.
		LLTransactionID tid;
		LLAssetID asset_id;
		tid.generate();
		asset_id = tid.makeAssetID(gAgent.getSecureSessionID());

		LLVFile file(gVFS, asset_id, LLAssetType::AT_GESTURE, LLVFile::APPEND);

		S32 size = dp.getCurrentSize();
		file.setMaxSize(size);
		file.write((U8*)buffer, size);

		BOOL delayedUpload = FALSE;

		// Upload that asset to the database
		LLViewerInventoryItem* item = (LLViewerInventoryItem*) getItem();
		if (item)
		{
			std::string agent_url = gAgent.getRegion()->getCapability("UpdateGestureAgentInventory");
			std::string task_url = gAgent.getRegion()->getCapability("UpdateGestureTaskInventory");
			if (mObjectUUID.isNull() && !agent_url.empty())
			{
				//need to disable the preview floater so item
				//isn't re-saved before new asset arrives
				//fake out refresh.
				item->setComplete(FALSE);
				refresh();				
				item->setComplete(TRUE);

				// Saving into agent inventory
				LLSD body;
				body["item_id"] = mItemUUID;
				LLHTTPClient::post(agent_url, body,
					new LLUpdateAgentInventoryResponder(body, asset_id, LLAssetType::AT_GESTURE));
				delayedUpload = TRUE;
			}
			else if (!mObjectUUID.isNull() && !task_url.empty())
			{
				// Saving into task inventory
				LLSD body;
				body["task_id"] = mObjectUUID;
				body["item_id"] = mItemUUID;
				LLHTTPClient::post(task_url, body,
					new LLUpdateTaskInventoryResponder(body, asset_id, LLAssetType::AT_GESTURE));
			}
			else if (gAssetStorage)
			{
				LLLineEditor* descEditor = getChild<LLLineEditor>("desc");
				LLSaveInfo* info = new LLSaveInfo(mItemUUID, mObjectUUID, descEditor->getText(), tid);
				gAssetStorage->storeAssetData(tid, LLAssetType::AT_GESTURE, onSaveComplete, info, FALSE);
			}
		}

		// If this gesture is active, then we need to update the in-memory
		// active map with the new pointer.
		if (!delayedUpload && gGestureManager.isGestureActive(mItemUUID))
		{
			// gesture manager now owns the pointer
			gGestureManager.replaceGesture(mItemUUID, gesture, asset_id);

			// replaceGesture may deactivate other gestures so let the
			// inventory know.
			gInventory.notifyObservers();
		}
		else
		{
			// we're done with this gesture
			delete gesture;
			gesture = NULL;
		}

		mDirty = FALSE;
		// refresh will be called when callback
		// if triggered when delayedUpload
		if(!delayedUpload)
		{
			refresh();
		}
	}

	delete [] buffer;
	buffer = NULL;
}