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authorUbitUmarov2012-09-18 01:07:44 +0100
committerUbitUmarov2012-09-18 01:07:44 +0100
commite8ba26eac8fdc438ffb72391d00c852ec1fc9950 (patch)
tree2e7365c0776c0a0c50aa10a90601bd224c8891a4
parent add some locks to GetTextureModule (diff)
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***TEST*** still bad... create inventory itens for model textures and meshs. Issues: meshs get into root folder, viewer and viewer does not update inventory until relog ( the upload funtion needs to return more information) ,etc. Droping a mesh into a prim, makes viewer think we dropped a sculpt map, but it does work, viewer displays the mesh and physics work (as physics is stored at the sculpt information fields). Textures show up in Textures folder, just its to costly to find that default folder as is..
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs83
1 files changed, 76 insertions, 7 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index ace188c..3789ee9 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -583,24 +583,24 @@ namespace OpenSim.Region.ClientStack.Linden
583 583
584 if (inventoryType == "sound") 584 if (inventoryType == "sound")
585 { 585 {
586 inType = 1; 586 inType = (sbyte)InventoryType.Sound;
587 assType = 1; 587 assType = (sbyte)AssetType.Sound;
588 } 588 }
589 else if (inventoryType == "animation") 589 else if (inventoryType == "animation")
590 { 590 {
591 inType = 19; 591 inType = (sbyte)InventoryType.Animation;
592 assType = 20; 592 assType = (sbyte)AssetType.Animation;
593 } 593 }
594 else if (inventoryType == "wearable") 594 else if (inventoryType == "wearable")
595 { 595 {
596 inType = 18; 596 inType = (sbyte)InventoryType.Wearable;
597 switch (assetType) 597 switch (assetType)
598 { 598 {
599 case "bodypart": 599 case "bodypart":
600 assType = 13; 600 assType = (sbyte)AssetType.Bodypart;
601 break; 601 break;
602 case "clothing": 602 case "clothing":
603 assType = 5; 603 assType = (sbyte)AssetType.Clothing;
604 break; 604 break;
605 } 605 }
606 } 606 }
@@ -625,7 +625,42 @@ namespace OpenSim.Region.ClientStack.Linden
625 textureAsset.Data = texture_list[i].AsBinary(); 625 textureAsset.Data = texture_list[i].AsBinary();
626 m_assetService.Store(textureAsset); 626 m_assetService.Store(textureAsset);
627 textures.Add(textureAsset.FullID); 627 textures.Add(textureAsset.FullID);
628
629 // save it to inventory
630 if (AddNewInventoryItem != null)
631 {
632 string name = assetName;
633 if (name.Length > 25)
634 name = name.Substring(0, 24);
635 name += "_Texture#" + i.ToString();
636 InventoryItemBase texitem = new InventoryItemBase();
637 texitem.Owner = m_HostCapsObj.AgentID;
638 texitem.CreatorId = m_HostCapsObj.AgentID.ToString();
639 texitem.CreatorData = String.Empty;
640 texitem.ID = UUID.Random();
641 texitem.AssetID = textureAsset.FullID;
642 texitem.Description = "mesh model texture";
643 texitem.Name = name;
644 texitem.AssetType = (int)AssetType.Texture;
645 texitem.InvType = (int)InventoryType.Texture;
646 texitem.Folder = UUID.Zero; // send to default
647
648 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
649 // (owner) permissions. This becomes a problem if next permissions are changed.
650 texitem.CurrentPermissions
651 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
652
653 texitem.BasePermissions = (uint)PermissionMask.All;
654 texitem.EveryOnePermissions = 0;
655 texitem.NextPermissions = (uint)PermissionMask.All;
656 texitem.CreationDate = Util.UnixTimeSinceEpoch();
657
658 AddNewInventoryItem(m_HostCapsObj.AgentID, texitem, 0);
659 texitem = null;
660 }
661
628 textureAsset = null; 662 textureAsset = null;
663
629 } 664 }
630 665
631 // create and store meshs assets 666 // create and store meshs assets
@@ -636,6 +671,40 @@ namespace OpenSim.Region.ClientStack.Linden
636 meshAsset.Data = mesh_list[i].AsBinary(); 671 meshAsset.Data = mesh_list[i].AsBinary();
637 m_assetService.Store(meshAsset); 672 m_assetService.Store(meshAsset);
638 meshAssets.Add(meshAsset.FullID); 673 meshAssets.Add(meshAsset.FullID);
674
675 // save it to inventory
676 if (AddNewInventoryItem != null)
677 {
678 string name = assetName;
679 if (name.Length > 25)
680 name = name.Substring(0, 24);
681 name += "_Mesh#" + i.ToString();
682 InventoryItemBase meshitem = new InventoryItemBase();
683 meshitem.Owner = m_HostCapsObj.AgentID;
684 meshitem.CreatorId = m_HostCapsObj.AgentID.ToString();
685 meshitem.CreatorData = String.Empty;
686 meshitem.ID = UUID.Random();
687 meshitem.AssetID = meshAsset.FullID;
688 meshitem.Description = "mesh ";
689 meshitem.Name = name;
690 meshitem.AssetType = (int)AssetType.Mesh;
691 meshitem.InvType = (int)InventoryType.Mesh;
692 meshitem.Folder = UUID.Zero; // send to default
693
694 // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
695 // (owner) permissions. This becomes a problem if next permissions are changed.
696 meshitem.CurrentPermissions
697 = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
698
699 meshitem.BasePermissions = (uint)PermissionMask.All;
700 meshitem.EveryOnePermissions = 0;
701 meshitem.NextPermissions = (uint)PermissionMask.All;
702 meshitem.CreationDate = Util.UnixTimeSinceEpoch();
703
704 AddNewInventoryItem(m_HostCapsObj.AgentID, meshitem, 0);
705 meshitem = null;
706 }
707
639 meshAsset = null; 708 meshAsset = null;
640 } 709 }
641 710