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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs26
1 files changed, 26 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 6b58fb7..03cd2b4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4546,6 +4546,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4546 SceneObjectPart root = sop.ParentGroup.RootPart; 4546 SceneObjectPart root = sop.ParentGroup.RootPart;
4547 4547
4548 block.TouchName = Util.StringToBytes256(root.TouchName); 4548 block.TouchName = Util.StringToBytes256(root.TouchName);
4549
4550 // SL 3.3.4, at least, appears to read this information as a concatenated byte[] stream of UUIDs but
4551 // it's not yet clear whether this is actually used. If this is done in the future then a pre-cached
4552 // copy is really needed since it's less efficient to be constantly recreating this byte array.
4553// using (MemoryStream memStream = new MemoryStream())
4554// {
4555// using (BinaryWriter binWriter = new BinaryWriter(memStream))
4556// {
4557// for (int i = 0; i < sop.GetNumberOfSides(); i++)
4558// {
4559// Primitive.TextureEntryFace teFace = sop.Shape.Textures.FaceTextures[i];
4560//
4561// UUID textureID;
4562//
4563// if (teFace != null)
4564// textureID = teFace.TextureID;
4565// else
4566// textureID = sop.Shape.Textures.DefaultTexture.TextureID;
4567//
4568// binWriter.Write(textureID.GetBytes());
4569// }
4570//
4571// block.TextureID = memStream.ToArray();
4572// }
4573// }
4574
4549 block.TextureID = new byte[0]; // TextureID ??? 4575 block.TextureID = new byte[0]; // TextureID ???
4550 block.SitName = Util.StringToBytes256(root.SitName); 4576 block.SitName = Util.StringToBytes256(root.SitName);
4551 block.OwnerMask = root.OwnerMask; 4577 block.OwnerMask = root.OwnerMask;