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using System;
using libsecondlife;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules
{
public class AvatarFactoryModule : IAvatarFactory
{
private Scene m_scene = null;
public bool TryGetIntialAvatarAppearance(LLUUID avatarId, out AvatarWearable[] wearables,
out byte[] visualParams)
{
GetDefaultAvatarAppearance(out wearables, out visualParams);
return true;
}
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<IAvatarFactory>(this);
// scene.EventManager.OnNewClient += NewClient;
if (m_scene == null)
{
m_scene = scene;
}
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "Default Avatar Factory"; }
}
public bool IsSharedModule
{
get { return true; }
}
public void NewClient(IClientAPI client)
{
// client.OnAvatarNowWearing += AvatarIsWearing;
}
public void RemoveClient(IClientAPI client)
{
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
{
IClientAPI clientView = (IClientAPI) sender;
//Todo look up the assetid from the inventory cache (or something) for each itemId that is in AvatarWearingArgs
// then store assetid and itemId and wearable type in a database
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
LLUUID assetID = m_scene.CommsManager.UserProfileCache.GetUserDetails(clientView.AgentId).RootFolder.HasItem(wear.ItemID).assetID;
}
}
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
wearables = AvatarWearable.DefaultWearables;
}
}
}
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