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author | MW | 2007-03-31 09:14:07 +0000 |
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committer | MW | 2007-03-31 09:14:07 +0000 |
commit | 8c5b51b7c0999de87641163b107071e3b1a410fb (patch) | |
tree | 4760dc5aff1d2ae0e963977d9d5a76ea8e2a4fc8 /OpenSim.RegionServer | |
parent | * cleared some unused code away (diff) | |
download | opensim-SC-8c5b51b7c0999de87641163b107071e3b1a410fb.zip opensim-SC-8c5b51b7c0999de87641163b107071e3b1a410fb.tar.gz opensim-SC-8c5b51b7c0999de87641163b107071e3b1a410fb.tar.bz2 opensim-SC-8c5b51b7c0999de87641163b107071e3b1a410fb.tar.xz |
Diffstat (limited to 'OpenSim.RegionServer')
-rw-r--r-- | OpenSim.RegionServer/AgentAssetUpload.cs | 79 | ||||
-rw-r--r-- | OpenSim.RegionServer/SimClient.cs | 28 |
2 files changed, 57 insertions, 50 deletions
diff --git a/OpenSim.RegionServer/AgentAssetUpload.cs b/OpenSim.RegionServer/AgentAssetUpload.cs index 722da53..491d50b 100644 --- a/OpenSim.RegionServer/AgentAssetUpload.cs +++ b/OpenSim.RegionServer/AgentAssetUpload.cs | |||
@@ -74,29 +74,29 @@ namespace OpenSim | |||
74 | AssetBase asset = null; | 74 | AssetBase asset = null; |
75 | if (pack.AssetBlock.Type == 0) | 75 | if (pack.AssetBlock.Type == 0) |
76 | { | 76 | { |
77 | 77 | ||
78 | //first packet for transaction | 78 | //first packet for transaction |
79 | asset = new AssetBase(); | 79 | asset = new AssetBase(); |
80 | asset.FullID = assetID; | 80 | asset.FullID = assetID; |
81 | asset.Type = pack.AssetBlock.Type; | 81 | asset.Type = pack.AssetBlock.Type; |
82 | asset.InvType = asset.Type; | 82 | asset.InvType = asset.Type; |
83 | asset.Name = "UploadedTexture" + Util.RandomClass.Next(1, 1000).ToString("000"); | 83 | asset.Name = "UploadedTexture" + Util.RandomClass.Next(1, 1000).ToString("000"); |
84 | asset.Data = pack.AssetBlock.AssetData; | 84 | asset.Data = pack.AssetBlock.AssetData; |
85 | 85 | ||
86 | 86 | ||
87 | } | 87 | } |
88 | else if (pack.AssetBlock.Type == 13 | pack.AssetBlock.Type == 5 | pack.AssetBlock.Type == 7) | 88 | else if (pack.AssetBlock.Type == 13 | pack.AssetBlock.Type == 5 | pack.AssetBlock.Type == 7) |
89 | { | 89 | { |
90 | 90 | ||
91 | asset = new AssetBase(); | 91 | asset = new AssetBase(); |
92 | asset.FullID = assetID; | 92 | asset.FullID = assetID; |
93 | // Console.WriteLine("skin asset id is " + assetID.ToStringHyphenated()); | 93 | // Console.WriteLine("skin asset id is " + assetID.ToStringHyphenated()); |
94 | asset.Type = pack.AssetBlock.Type; | 94 | asset.Type = pack.AssetBlock.Type; |
95 | asset.InvType = asset.Type ; | 95 | asset.InvType = asset.Type; |
96 | asset.Name = "NewClothing" + Util.RandomClass.Next(1, 1000).ToString("000"); | 96 | asset.Name = "NewClothing" + Util.RandomClass.Next(1, 1000).ToString("000"); |
97 | asset.Data = pack.AssetBlock.AssetData; | 97 | asset.Data = pack.AssetBlock.AssetData; |
98 | 98 | ||
99 | 99 | ||
100 | } | 100 | } |
101 | 101 | ||
102 | if (asset != null) | 102 | if (asset != null) |
@@ -105,7 +105,7 @@ namespace OpenSim | |||
105 | } | 105 | } |
106 | else | 106 | else |
107 | { | 107 | { |
108 | 108 | ||
109 | //currently we don't support this asset type | 109 | //currently we don't support this asset type |
110 | //so lets just tell the client that the upload is complete | 110 | //so lets just tell the client that the upload is complete |
111 | AssetUploadCompletePacket response = new AssetUploadCompletePacket(); | 111 | AssetUploadCompletePacket response = new AssetUploadCompletePacket(); |
@@ -136,8 +136,8 @@ namespace OpenSim | |||
136 | } | 136 | } |
137 | else | 137 | else |
138 | { | 138 | { |
139 | byte[] newArray = new byte[xferPacket.DataPacket.Data.Length-4]; | 139 | byte[] newArray = new byte[xferPacket.DataPacket.Data.Length - 4]; |
140 | Array.Copy(xferPacket.DataPacket.Data, 4, newArray, 0, xferPacket.DataPacket.Data.Length-4); | 140 | Array.Copy(xferPacket.DataPacket.Data, 4, newArray, 0, xferPacket.DataPacket.Data.Length - 4); |
141 | trans.Asset.Data = newArray; | 141 | trans.Asset.Data = newArray; |
142 | } | 142 | } |
143 | 143 | ||
@@ -155,11 +155,11 @@ namespace OpenSim | |||
155 | //check if we should add it to inventory | 155 | //check if we should add it to inventory |
156 | if (trans.AddToInventory) | 156 | if (trans.AddToInventory) |
157 | { | 157 | { |
158 | // m_assetCache.AddAsset(trans.Asset); | 158 | // m_assetCache.AddAsset(trans.Asset); |
159 | m_inventoryCache.AddNewInventoryItem(this.ourClient, trans.InventFolder, trans.Asset); | 159 | m_inventoryCache.AddNewInventoryItem(this.ourClient, trans.InventFolder, trans.Asset); |
160 | } | 160 | } |
161 | 161 | ||
162 | 162 | ||
163 | } | 163 | } |
164 | break; | 164 | break; |
165 | } | 165 | } |
@@ -178,7 +178,7 @@ namespace OpenSim | |||
178 | public AssetBase AddUploadToAssetCache(LLUUID transactionID) | 178 | public AssetBase AddUploadToAssetCache(LLUUID transactionID) |
179 | { | 179 | { |
180 | AssetBase asset = null; | 180 | AssetBase asset = null; |
181 | if(this.transactions.ContainsKey(transactionID)) | 181 | if (this.transactions.ContainsKey(transactionID)) |
182 | { | 182 | { |
183 | AssetTransaction trans = this.transactions[transactionID]; | 183 | AssetTransaction trans = this.transactions[transactionID]; |
184 | if (trans.UploadComplete) | 184 | if (trans.UploadComplete) |
@@ -193,7 +193,7 @@ namespace OpenSim | |||
193 | 193 | ||
194 | public void CreateInventoryItem(CreateInventoryItemPacket packet) | 194 | public void CreateInventoryItem(CreateInventoryItemPacket packet) |
195 | { | 195 | { |
196 | if(this.transactions.ContainsKey(packet.InventoryBlock.TransactionID)) | 196 | if (this.transactions.ContainsKey(packet.InventoryBlock.TransactionID)) |
197 | { | 197 | { |
198 | AssetTransaction trans = this.transactions[packet.InventoryBlock.TransactionID]; | 198 | AssetTransaction trans = this.transactions[packet.InventoryBlock.TransactionID]; |
199 | trans.Asset.Description = Helpers.FieldToString(packet.InventoryBlock.Description); | 199 | trans.Asset.Description = Helpers.FieldToString(packet.InventoryBlock.Description); |
@@ -204,7 +204,7 @@ namespace OpenSim | |||
204 | { | 204 | { |
205 | //already complete so we can add it to the inventory | 205 | //already complete so we can add it to the inventory |
206 | //m_assetCache.AddAsset(trans.Asset); | 206 | //m_assetCache.AddAsset(trans.Asset); |
207 | Console.WriteLine( "Item created is " +m_inventoryCache.AddNewInventoryItem(this.ourClient, packet.InventoryBlock.FolderID, trans.Asset).ToStringHyphenated()); | 207 | Console.WriteLine("Item created is " + m_inventoryCache.AddNewInventoryItem(this.ourClient, packet.InventoryBlock.FolderID, trans.Asset).ToStringHyphenated()); |
208 | } | 208 | } |
209 | else | 209 | else |
210 | { | 210 | { |
@@ -214,20 +214,19 @@ namespace OpenSim | |||
214 | } | 214 | } |
215 | } | 215 | } |
216 | 216 | ||
217 | } | 217 | private class AssetTransaction |
218 | |||
219 | public class AssetTransaction | ||
220 | { | ||
221 | public uint XferID; | ||
222 | public AssetBase Asset; | ||
223 | public bool AddToInventory; | ||
224 | public LLUUID InventFolder = LLUUID.Zero; | ||
225 | public bool UploadComplete = false; | ||
226 | public LLUUID TransactionID = LLUUID.Zero; | ||
227 | |||
228 | public AssetTransaction() | ||
229 | { | 218 | { |
219 | public uint XferID; | ||
220 | public AssetBase Asset; | ||
221 | public bool AddToInventory; | ||
222 | public LLUUID InventFolder = LLUUID.Zero; | ||
223 | public bool UploadComplete = false; | ||
224 | public LLUUID TransactionID = LLUUID.Zero; | ||
225 | |||
226 | public AssetTransaction() | ||
227 | { | ||
230 | 228 | ||
229 | } | ||
231 | } | 230 | } |
232 | } | 231 | } |
233 | } | 232 | } |
diff --git a/OpenSim.RegionServer/SimClient.cs b/OpenSim.RegionServer/SimClient.cs index 9649e14..f8affb9 100644 --- a/OpenSim.RegionServer/SimClient.cs +++ b/OpenSim.RegionServer/SimClient.cs | |||
@@ -426,6 +426,8 @@ namespace OpenSim | |||
426 | break; | 426 | break; |
427 | case PacketType.ModifyLand: | 427 | case PacketType.ModifyLand: |
428 | ModifyLandPacket modify = (ModifyLandPacket)Pack; | 428 | ModifyLandPacket modify = (ModifyLandPacket)Pack; |
429 | //Console.WriteLine("terraform: number of parcel data blocks" + modify.ParcelData.Length); | ||
430 | |||
429 | switch (modify.ModifyBlock.Action) | 431 | switch (modify.ModifyBlock.Action) |
430 | { | 432 | { |
431 | case 1: | 433 | case 1: |
@@ -433,11 +435,14 @@ namespace OpenSim | |||
433 | { | 435 | { |
434 | int mody = (int) modify.ParcelData[0].North; | 436 | int mody = (int) modify.ParcelData[0].North; |
435 | int modx = (int) modify.ParcelData[0].West; | 437 | int modx = (int) modify.ParcelData[0].West; |
436 | this.m_world.LandMap[(mody * 256) + modx -1 ] += 0.1f; | 438 | // Console.WriteLine("height in packet is " + modify.ModifyBlock.Height.ToString()); |
437 | this.m_world.LandMap[(mody * 256) + modx] += 0.2f; | 439 | // Console.WriteLine("current height at that point is " + this.m_world.LandMap[(mody * 256) + modx].ToString()); |
438 | this.m_world.LandMap[(mody * 256) + modx + 1] += 0.1f; | 440 | |
439 | this.m_world.LandMap[((mody+1) * 256) + modx] += 0.1f; | 441 | this.m_world.LandMap[(mody * 256) + modx -1 ] += 0.05f; |
440 | this.m_world.LandMap[((mody -1) * 256) + modx] += 0.1f; | 442 | this.m_world.LandMap[(mody * 256) + modx] += 0.1f; |
443 | this.m_world.LandMap[(mody * 256) + modx + 1] += 0.05f; | ||
444 | this.m_world.LandMap[((mody+1) * 256) + modx] += 0.05f; | ||
445 | this.m_world.LandMap[((mody -1) * 256) + modx] += 0.05f; | ||
441 | m_world.RegenerateTerrain(true, modx, mody); | 446 | m_world.RegenerateTerrain(true, modx, mody); |
442 | } | 447 | } |
443 | break; | 448 | break; |
@@ -446,11 +451,14 @@ namespace OpenSim | |||
446 | { | 451 | { |
447 | int mody = (int)modify.ParcelData[0].North; | 452 | int mody = (int)modify.ParcelData[0].North; |
448 | int modx = (int)modify.ParcelData[0].West; | 453 | int modx = (int)modify.ParcelData[0].West; |
449 | this.m_world.LandMap[(mody * 256) + modx - 1] -= 0.1f; | 454 | // Console.WriteLine("height in packet is " + modify.ModifyBlock.Height.ToString()); |
450 | this.m_world.LandMap[(mody * 256) + modx] -= 0.2f; | 455 | // Console.WriteLine("current height at that point is " + this.m_world.LandMap[(mody * 256) + modx].ToString()); |
451 | this.m_world.LandMap[(mody * 256) + modx + 1] -= 0.1f; | 456 | |
452 | this.m_world.LandMap[((mody + 1) * 256) + modx] -= 0.1f; | 457 | this.m_world.LandMap[(mody * 256) + modx - 1] -= 0.05f; |
453 | this.m_world.LandMap[((mody - 1) * 256) + modx] -= 0.1f; | 458 | this.m_world.LandMap[(mody * 256) + modx] -= 0.1f; |
459 | this.m_world.LandMap[(mody * 256) + modx + 1] -= 0.05f; | ||
460 | this.m_world.LandMap[((mody + 1) * 256) + modx] -= 0.05f; | ||
461 | this.m_world.LandMap[((mody - 1) * 256) + modx] -= 0.05f; | ||
454 | m_world.RegenerateTerrain(true, modx, mody); | 462 | m_world.RegenerateTerrain(true, modx, mody); |
455 | } | 463 | } |
456 | break; | 464 | break; |