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author | MW | 2007-03-25 17:34:58 +0000 |
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committer | MW | 2007-03-25 17:34:58 +0000 |
commit | 40af8c256165eb6fb56f58e3c13ee9293e052f66 (patch) | |
tree | add744edd5c35ddc6de735cfab4ae39e944755d1 /OpenSim.Framework/AgentInventory.cs | |
parent | Adding the only stuff that makes sense (diff) | |
download | opensim-SC_OLD-40af8c256165eb6fb56f58e3c13ee9293e052f66.zip opensim-SC_OLD-40af8c256165eb6fb56f58e3c13ee9293e052f66.tar.gz opensim-SC_OLD-40af8c256165eb6fb56f58e3c13ee9293e052f66.tar.bz2 opensim-SC_OLD-40af8c256165eb6fb56f58e3c13ee9293e052f66.tar.xz |
You want large textures, you shall have! - Xfer system now working for large asset uploads
Fixed the VS solution file.
Now forwars ViewerEffect messages onto the other clients
Renamed OpenSim.Framework/Inventory.cs to OpenSim.Framework/AgentInventory.cs
Diffstat (limited to '')
-rw-r--r-- | OpenSim.Framework/AgentInventory.cs (renamed from OpenSim.Framework/Inventory.cs) | 21 |
1 files changed, 17 insertions, 4 deletions
diff --git a/OpenSim.Framework/Inventory.cs b/OpenSim.Framework/AgentInventory.cs index e34ea75..8ab2f3a 100644 --- a/OpenSim.Framework/Inventory.cs +++ b/OpenSim.Framework/AgentInventory.cs | |||
@@ -25,12 +25,12 @@ namespace OpenSim.Framework.Inventory | |||
25 | 25 | ||
26 | public virtual void Initialise() | 26 | public virtual void Initialise() |
27 | { | 27 | { |
28 | Wearables = new AvatarWearable[2]; //should be 12 of these | 28 | Wearables = new AvatarWearable[13]; //should be 12 of these |
29 | for (int i = 0; i < 2; i++) | 29 | for (int i = 0; i < 13; i++) |
30 | { | 30 | { |
31 | Wearables[i] = new AvatarWearable(); | 31 | Wearables[i] = new AvatarWearable(); |
32 | } | 32 | } |
33 | 33 | ||
34 | InventoryRoot = new InventoryFolder(); | 34 | InventoryRoot = new InventoryFolder(); |
35 | InventoryRoot.FolderID = LLUUID.Random(); | 35 | InventoryRoot.FolderID = LLUUID.Random(); |
36 | InventoryRoot.ParentID = new LLUUID(); | 36 | InventoryRoot.ParentID = new LLUUID(); |
@@ -40,16 +40,29 @@ namespace OpenSim.Framework.Inventory | |||
40 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); | 40 | InventoryFolders.Add(InventoryRoot.FolderID, InventoryRoot); |
41 | } | 41 | } |
42 | 42 | ||
43 | public bool CreateNewFolder(LLUUID folderID) | 43 | public bool CreateNewFolder(LLUUID folderID, ushort type) |
44 | { | 44 | { |
45 | InventoryFolder Folder = new InventoryFolder(); | 45 | InventoryFolder Folder = new InventoryFolder(); |
46 | Folder.FolderID = folderID; | 46 | Folder.FolderID = folderID; |
47 | Folder.OwnerID = this.AgentID; | 47 | Folder.OwnerID = this.AgentID; |
48 | Folder.DefaultType = type; | ||
48 | this.InventoryFolders.Add(Folder.FolderID, Folder); | 49 | this.InventoryFolders.Add(Folder.FolderID, Folder); |
49 | 50 | ||
50 | return (true); | 51 | return (true); |
51 | } | 52 | } |
52 | 53 | ||
54 | public bool UpdateItem(LLUUID itemID, AssetBase asset) | ||
55 | { | ||
56 | if(this.InventoryItems.ContainsKey(itemID)) | ||
57 | { | ||
58 | InventoryItem Item = this.InventoryItems[itemID]; | ||
59 | Item.AssetID = asset.FullID; | ||
60 | Console.WriteLine("updated inventory item " + itemID.ToStringHyphenated() + " so it now is set to asset " + asset.FullID.ToStringHyphenated()); | ||
61 | //TODO need to update the rest of the info | ||
62 | } | ||
63 | return true; | ||
64 | } | ||
65 | |||
53 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) | 66 | public LLUUID AddToInventory(LLUUID folderID, AssetBase asset) |
54 | { | 67 | { |
55 | if (this.InventoryFolders.ContainsKey(folderID)) | 68 | if (this.InventoryFolders.ContainsKey(folderID)) |