diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ChildAgentDataUpdate.cs | 91 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 50 |
2 files changed, 75 insertions, 66 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ChildAgentDataUpdate.cs b/OpenSim/Region/Framework/Scenes/ChildAgentDataUpdate.cs index 38eceb1..be3069a 100644 --- a/OpenSim/Region/Framework/Scenes/ChildAgentDataUpdate.cs +++ b/OpenSim/Region/Framework/Scenes/ChildAgentDataUpdate.cs | |||
@@ -207,39 +207,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
207 | } | 207 | } |
208 | } | 208 | } |
209 | 209 | ||
210 | //public class AgentAnimationData | ||
211 | //{ | ||
212 | // public UUID Animation; | ||
213 | // public UUID ObjectID; | ||
214 | |||
215 | // public AgentAnimationData(UUID anim, UUID obj) | ||
216 | // { | ||
217 | // Animation = anim; | ||
218 | // ObjectID = obj; | ||
219 | // } | ||
220 | |||
221 | // public AgentAnimationData(OSDMap args) | ||
222 | // { | ||
223 | // UnpackUpdateMessage(args); | ||
224 | // } | ||
225 | |||
226 | // public OSDMap PackUpdateMessage() | ||
227 | // { | ||
228 | // OSDMap anim = new OSDMap(); | ||
229 | // anim["animation"] = OSD.FromUUID(Animation); | ||
230 | // anim["object_id"] = OSD.FromUUID(ObjectID); | ||
231 | // return anim; | ||
232 | // } | ||
233 | |||
234 | // public void UnpackUpdateMessage(OSDMap args) | ||
235 | // { | ||
236 | // if (args["animation"] != null) | ||
237 | // Animation = args["animation"].AsUUID(); | ||
238 | // if (args["object_id"] != null) | ||
239 | // ObjectID = args["object_id"].AsUUID(); | ||
240 | // } | ||
241 | //} | ||
242 | |||
243 | public class AgentData : IAgentData | 210 | public class AgentData : IAgentData |
244 | { | 211 | { |
245 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 212 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
@@ -276,16 +243,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
276 | public bool AlwaysRun; | 243 | public bool AlwaysRun; |
277 | public UUID PreyAgent; | 244 | public UUID PreyAgent; |
278 | public Byte AgentAccess; | 245 | public Byte AgentAccess; |
279 | public UUID[] AgentTextures; | ||
280 | public UUID ActiveGroupID; | 246 | public UUID ActiveGroupID; |
281 | 247 | ||
282 | public AgentGroupData[] Groups; | 248 | public AgentGroupData[] Groups; |
283 | public Animation[] Anims; | 249 | public Animation[] Anims; |
284 | 250 | ||
285 | public UUID GranterID; | 251 | public UUID GranterID; |
286 | public Dictionary<string, string> NVPairs; | ||
287 | 252 | ||
253 | // Appearance | ||
254 | public UUID[] AgentTextures; | ||
288 | public byte[] VisualParams; | 255 | public byte[] VisualParams; |
256 | public UUID[] Wearables; | ||
289 | 257 | ||
290 | public string CallbackURI; | 258 | public string CallbackURI; |
291 | 259 | ||
@@ -325,14 +293,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
325 | args["prey_agent"] = OSD.FromUUID(PreyAgent); | 293 | args["prey_agent"] = OSD.FromUUID(PreyAgent); |
326 | args["agent_access"] = OSD.FromString(AgentAccess.ToString()); | 294 | args["agent_access"] = OSD.FromString(AgentAccess.ToString()); |
327 | 295 | ||
328 | if ((AgentTextures != null) && (AgentTextures.Length > 0)) | ||
329 | { | ||
330 | OSDArray textures = new OSDArray(AgentTextures.Length); | ||
331 | foreach (UUID uuid in AgentTextures) | ||
332 | textures.Add(OSD.FromUUID(uuid)); | ||
333 | args["agent_textures"] = textures; | ||
334 | } | ||
335 | |||
336 | args["active_group_id"] = OSD.FromUUID(ActiveGroupID); | 296 | args["active_group_id"] = OSD.FromUUID(ActiveGroupID); |
337 | 297 | ||
338 | if ((Groups != null) && (Groups.Length > 0)) | 298 | if ((Groups != null) && (Groups.Length > 0)) |
@@ -351,10 +311,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
351 | args["animations"] = anims; | 311 | args["animations"] = anims; |
352 | } | 312 | } |
353 | 313 | ||
314 | if ((AgentTextures != null) && (AgentTextures.Length > 0)) | ||
315 | { | ||
316 | OSDArray textures = new OSDArray(AgentTextures.Length); | ||
317 | foreach (UUID uuid in AgentTextures) | ||
318 | textures.Add(OSD.FromUUID(uuid)); | ||
319 | args["agent_textures"] = textures; | ||
320 | } | ||
321 | |||
354 | if ((VisualParams != null) && (VisualParams.Length > 0)) | 322 | if ((VisualParams != null) && (VisualParams.Length > 0)) |
355 | args["visual_params"] = OSD.FromBinary(VisualParams); | 323 | args["visual_params"] = OSD.FromBinary(VisualParams); |
356 | 324 | ||
357 | // Last few fields are still missing: granter and NVPais | 325 | // We might not pass this in all cases... |
326 | if ((Wearables != null) && (Wearables.Length > 0)) | ||
327 | { | ||
328 | OSDArray wears = new OSDArray(Wearables.Length); | ||
329 | foreach (UUID uuid in Wearables) | ||
330 | wears.Add(OSD.FromUUID(uuid)); | ||
331 | args["wearables"] = wears; | ||
332 | } | ||
333 | |||
358 | 334 | ||
359 | if ((CallbackURI != null) && (!CallbackURI.Equals(""))) | 335 | if ((CallbackURI != null) && (!CallbackURI.Equals(""))) |
360 | args["callback_uri"] = OSD.FromString(CallbackURI); | 336 | args["callback_uri"] = OSD.FromString(CallbackURI); |
@@ -441,15 +417,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
441 | if (args["agent_access"] != null) | 417 | if (args["agent_access"] != null) |
442 | Byte.TryParse(args["agent_access"].AsString(), out AgentAccess); | 418 | Byte.TryParse(args["agent_access"].AsString(), out AgentAccess); |
443 | 419 | ||
444 | if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array) | ||
445 | { | ||
446 | OSDArray textures = (OSDArray)(args["agent_textures"]); | ||
447 | AgentTextures = new UUID[textures.Count]; | ||
448 | int i = 0; | ||
449 | foreach (OSD o in textures) | ||
450 | AgentTextures[i++] = o.AsUUID(); | ||
451 | } | ||
452 | |||
453 | if (args["active_group_id"] != null) | 420 | if (args["active_group_id"] != null) |
454 | ActiveGroupID = args["active_group_id"].AsUUID(); | 421 | ActiveGroupID = args["active_group_id"].AsUUID(); |
455 | 422 | ||
@@ -481,9 +448,27 @@ namespace OpenSim.Region.Framework.Scenes | |||
481 | } | 448 | } |
482 | } | 449 | } |
483 | 450 | ||
451 | if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array) | ||
452 | { | ||
453 | OSDArray textures = (OSDArray)(args["agent_textures"]); | ||
454 | AgentTextures = new UUID[textures.Count]; | ||
455 | int i = 0; | ||
456 | foreach (OSD o in textures) | ||
457 | AgentTextures[i++] = o.AsUUID(); | ||
458 | } | ||
459 | |||
484 | if (args["visual_params"] != null) | 460 | if (args["visual_params"] != null) |
485 | VisualParams = args["visual_params"].AsBinary(); | 461 | VisualParams = args["visual_params"].AsBinary(); |
486 | 462 | ||
463 | if ((args["wearables"] != null) && (args["wearables"]).Type == OSDType.Array) | ||
464 | { | ||
465 | OSDArray wears = (OSDArray)(args["wearables"]); | ||
466 | Wearables = new UUID[wears.Count]; | ||
467 | int i = 0; | ||
468 | foreach (OSD o in wears) | ||
469 | Wearables[i++] = o.AsUUID(); | ||
470 | } | ||
471 | |||
487 | if (args["callback_uri"] != null) | 472 | if (args["callback_uri"] != null) |
488 | CallbackURI = args["callback_uri"].AsString(); | 473 | CallbackURI = args["callback_uri"].AsString(); |
489 | } | 474 | } |
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)); |