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authordiva2009-02-23 00:51:31 +0000
committerdiva2009-02-23 00:51:31 +0000
commit20eb8e54ac511b5e8988cb3c3701c824b41170c4 (patch)
tree4e65467f0cf78f5757306500a8d551e635e5ae58 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentMantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that: (diff)
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A little bit more tweaking with appearance. Now passing both the wearables and the textures referred to in the Texture faces of AvatarAppearance. The textures are still not being acted upon on the other side, but they will.
Note: will make avies coming from older sims casper or grey. Upgrade! Related to mantis #3204.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs50
1 files changed, 37 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index dd8c719..85437f6 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2646,20 +2646,43 @@ namespace OpenSim.Region.Framework.Scenes
2646 2646
2647 try 2647 try
2648 { 2648 {
2649 // We might not pass the Wearables in all cases...
2650 // They're only needed so that persistent changes to the appearance
2651 // are preserved in the new region where the user is moving to.
2652 // But in Hypergrid we might not let this happen.
2649 int i = 0; 2653 int i = 0;
2650 UUID[] textures = new UUID[m_appearance.Wearables.Length * 2]; 2654 UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
2651 foreach (AvatarWearable aw in m_appearance.Wearables) 2655 foreach (AvatarWearable aw in m_appearance.Wearables)
2652 { 2656 {
2653 if (aw != null) 2657 if (aw != null)
2654 { 2658 {
2655 textures[i++] = aw.ItemID; 2659 wears[i++] = aw.ItemID;
2656 textures[i++] = aw.AssetID; 2660 wears[i++] = aw.AssetID;
2657 } 2661 }
2658 else 2662 else
2659 m_log.DebugFormat("[SCENE PRESENCE]: Null wearable in CopyTo"); 2663 {
2664 wears[i++] = UUID.Zero;
2665 wears[i++] = UUID.Zero;
2666 }
2660 } 2667 }
2661 cAgent.AgentTextures = textures; 2668 cAgent.Wearables = wears;
2669
2662 cAgent.VisualParams = m_appearance.VisualParams; 2670 cAgent.VisualParams = m_appearance.VisualParams;
2671
2672 // Textures is not really needed in the base case, I think. But it's handy for
2673 // the Hypergrid and other decentralized models, so that we know which
2674 // textures to fecth from the user's asset server.
2675 i = 0;
2676 UUID[] textures = new UUID[m_appearance.Texture.FaceTextures.Length];
2677 foreach (Primitive.TextureEntryFace face in m_appearance.Texture.FaceTextures)
2678 {
2679 if (face != null)
2680 textures[i] = face.TextureID;
2681 else
2682 textures[i] = UUID.Zero;
2683 ++i;
2684 }
2685 cAgent.AgentTextures = textures;
2663 } 2686 }
2664 catch (Exception e) 2687 catch (Exception e)
2665 { 2688 {
@@ -2707,18 +2730,19 @@ namespace OpenSim.Region.Framework.Scenes
2707 uint i = 0; 2730 uint i = 0;
2708 try 2731 try
2709 { 2732 {
2710 AvatarWearable[] wearables = new AvatarWearable[cAgent.AgentTextures.Length / 2]; 2733 AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
2711 for (uint n = 0; n < cAgent.AgentTextures.Length; n += 2) 2734 for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
2712 { 2735 {
2713 UUID itemId = cAgent.AgentTextures[n]; 2736 UUID itemId = cAgent.Wearables[n];
2714 UUID assetId = cAgent.AgentTextures[n + 1]; 2737 UUID assetId = cAgent.Wearables[n + 1];
2715 wearables[i++] = new AvatarWearable(itemId, assetId); 2738 wears[i++] = new AvatarWearable(itemId, assetId);
2716 //te.CreateFace(i++).TextureID = assetId;
2717 } 2739 }
2718 m_appearance.Wearables = wearables; 2740 m_appearance.Wearables = wears;
2719 2741
2720 // We're setting it here to default, but the viewer will soon send a SetAppearance that will 2742 // We're setting it here to default, but the viewer will soon send a SetAppearance that will
2721 // set things straight. We should probably pass these textures too... 2743 // set things straight. We should probably parse these textures too, we have them...
2744 // In any case, the least we need to do is to check if this is HG and fetch the textures
2745 // so that they can then be distributed to the other clients that ask for them later.
2722 Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random()); 2746 Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random());
2723 2747
2724 m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams)); 2748 m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams));