diff options
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs | 83 |
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 | ||