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authorJustin Clark-Casey (justincc)2010-07-21 17:12:43 +0100
committerJustin Clark-Casey (justincc)2010-07-26 23:34:22 +0100
commitb06308e1d30022f1a240fdc7ca875cc7277b10ea (patch)
treedcf31e0013e99e6c689ebaf561192a4bd8870ac0 /OpenSim/Region/CoreModules/World/Media
parentstart adding user ids to the media urls (diff)
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Properly set TextureEntry.MediaFlags when a media texture is set
Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received. This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
Diffstat (limited to 'OpenSim/Region/CoreModules/World/Media')
-rw-r--r--OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs46
1 files changed, 43 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
index 6755df7..4818546 100644
--- a/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
+++ b/OpenSim/Region/CoreModules/World/Media/Moap/MoapModule.cs
@@ -311,19 +311,59 @@ namespace OpenSim.Region.CoreModules.Media.Moap
311 { 311 {
312 m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name); 312 m_log.DebugFormat("[MOAP]: Setting all new media list for {0}", part.Name);
313 part.Shape.Media = new List<MediaEntry>(omu.FaceMedia); 313 part.Shape.Media = new List<MediaEntry>(omu.FaceMedia);
314
315 for (int i = 0; i < omu.FaceMedia.Length; i++)
316 {
317 if (omu.FaceMedia[i] != null)
318 {
319 // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
320 // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
321 // directly.
322 Primitive.TextureEntry te = part.Shape.Textures;
323 Primitive.TextureEntryFace face = te.CreateFace((uint)i);
324 face.MediaFlags = true;
325 part.Shape.Textures = te;
326 m_log.DebugFormat(
327 "[MOAP]: Media flags for face {0} is {1}",
328 i, part.Shape.Textures.FaceTextures[i].MediaFlags);
329 }
330 }
314 } 331 }
315 else 332 else
316 { 333 {
317 // We need to go through the media textures one at a time to make sure that we have permission 334 // We need to go through the media textures one at a time to make sure that we have permission
318 // to change them 335 // to change them
336
337 // FIXME: Race condition here since some other texture entry manipulator may overwrite/get
338 // overwritten. Unfortunately, PrimitiveBaseShape does not allow us to change texture entry
339 // directly.
340 Primitive.TextureEntry te = part.Shape.Textures;
341
319 for (int i = 0; i < media.Count; i++) 342 for (int i = 0; i < media.Count; i++)
320 { 343 {
321 if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i)) 344 if (m_scene.Permissions.CanControlPrimMedia(agentId, part.UUID, i))
322 { 345 {
323 media[i] = omu.FaceMedia[i]; 346 media[i] = omu.FaceMedia[i];
347
348 // When a face is cleared this is done by setting the MediaFlags in the TextureEntry via a normal
349 // texture update, so we don't need to worry about clearing MediaFlags here.
350 if (null == media[i])
351 continue;
352
353 Primitive.TextureEntryFace face = te.CreateFace((uint)i);
354 face.MediaFlags = true;
355
356 m_log.DebugFormat(
357 "[MOAP]: Media flags for face {0} is {1}",
358 i, face.MediaFlags);
324// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name); 359// m_log.DebugFormat("[MOAP]: Set media entry for face {0} on {1}", i, part.Name);
325 } 360 }
326 } 361 }
362
363 part.Shape.Textures = te;
364
365// for (int i2 = 0; i2 < part.Shape.Textures.FaceTextures.Length; i2++)
366// m_log.DebugFormat("[MOAP]: FaceTexture[{0}] is {1}", i2, part.Shape.Textures.FaceTextures[i2]);
327 } 367 }
328 368
329 UpdateMediaUrl(part, agentId); 369 UpdateMediaUrl(part, agentId);