Merge branch 'master' of /var/git/opensim/
commit
134eaf67bf
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@ -318,6 +318,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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m_SOPXmlProcessors.Add("CollisionSound", ProcessCollisionSound);
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m_SOPXmlProcessors.Add("CollisionSoundVolume", ProcessCollisionSoundVolume);
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m_SOPXmlProcessors.Add("MediaUrl", ProcessMediaUrl);
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m_SOPXmlProcessors.Add("TextureAnimation", ProcessTextureAnimation);
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m_SOPXmlProcessors.Add("ParticleSystem", ProcessParticleSystem);
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#endregion
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#region TaskInventoryXmlProcessors initialization
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@ -663,6 +665,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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{
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obj.MediaUrl = reader.ReadElementContentAsString("MediaUrl", String.Empty);
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}
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private static void ProcessTextureAnimation(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.TextureAnimation = Convert.FromBase64String(reader.ReadElementContentAsString("TextureAnimation", String.Empty));
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}
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private static void ProcessParticleSystem(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.ParticleSystem = Convert.FromBase64String(reader.ReadElementContentAsString("ParticleSystem", String.Empty));
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}
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#endregion
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#region TaskInventoryXmlProcessors
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@ -1128,6 +1140,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteElementString("CollisionSoundVolume", sop.CollisionSoundVolume.ToString());
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if (sop.MediaUrl != null)
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writer.WriteElementString("MediaUrl", sop.MediaUrl.ToString());
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WriteBytes(writer, "TextureAnimation", sop.TextureAnimation);
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WriteBytes(writer, "ParticleSystem", sop.ParticleSystem);
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writer.WriteEndElement();
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}
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@ -1161,6 +1175,19 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteEndElement();
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}
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static void WriteBytes(XmlTextWriter writer, string name, byte[] data)
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{
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writer.WriteStartElement(name);
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byte[] d;
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if (data != null)
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d = data;
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else
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d = Utils.EmptyBytes;
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writer.WriteBase64(d, 0, d.Length);
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writer.WriteEndElement(); // name
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}
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static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options)
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{
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if (tinv.Count > 0) // otherwise skip this
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