A little bit more tweaking with appearance. Now passing both the wearables and the textures referred to in the Texture faces of AvatarAppearance. The textures are still not being acted upon on the other side, but they will.

Note: will make avies coming from older sims casper or grey. Upgrade!
Related to mantis #3204.
GenericGridServerConcept
diva 2009-02-23 00:51:31 +00:00
parent 8f55b9d735
commit 20eb8e54ac
2 changed files with 75 additions and 66 deletions

View File

@ -207,39 +207,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//public class AgentAnimationData
//{
// public UUID Animation;
// public UUID ObjectID;
// public AgentAnimationData(UUID anim, UUID obj)
// {
// Animation = anim;
// ObjectID = obj;
// }
// public AgentAnimationData(OSDMap args)
// {
// UnpackUpdateMessage(args);
// }
// public OSDMap PackUpdateMessage()
// {
// OSDMap anim = new OSDMap();
// anim["animation"] = OSD.FromUUID(Animation);
// anim["object_id"] = OSD.FromUUID(ObjectID);
// return anim;
// }
// public void UnpackUpdateMessage(OSDMap args)
// {
// if (args["animation"] != null)
// Animation = args["animation"].AsUUID();
// if (args["object_id"] != null)
// ObjectID = args["object_id"].AsUUID();
// }
//}
public class AgentData : IAgentData
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@ -276,16 +243,17 @@ namespace OpenSim.Region.Framework.Scenes
public bool AlwaysRun;
public UUID PreyAgent;
public Byte AgentAccess;
public UUID[] AgentTextures;
public UUID ActiveGroupID;
public AgentGroupData[] Groups;
public Animation[] Anims;
public UUID GranterID;
public Dictionary<string, string> NVPairs;
// Appearance
public UUID[] AgentTextures;
public byte[] VisualParams;
public UUID[] Wearables;
public string CallbackURI;
@ -325,14 +293,6 @@ namespace OpenSim.Region.Framework.Scenes
args["prey_agent"] = OSD.FromUUID(PreyAgent);
args["agent_access"] = OSD.FromString(AgentAccess.ToString());
if ((AgentTextures != null) && (AgentTextures.Length > 0))
{
OSDArray textures = new OSDArray(AgentTextures.Length);
foreach (UUID uuid in AgentTextures)
textures.Add(OSD.FromUUID(uuid));
args["agent_textures"] = textures;
}
args["active_group_id"] = OSD.FromUUID(ActiveGroupID);
if ((Groups != null) && (Groups.Length > 0))
@ -351,10 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
args["animations"] = anims;
}
if ((AgentTextures != null) && (AgentTextures.Length > 0))
{
OSDArray textures = new OSDArray(AgentTextures.Length);
foreach (UUID uuid in AgentTextures)
textures.Add(OSD.FromUUID(uuid));
args["agent_textures"] = textures;
}
if ((VisualParams != null) && (VisualParams.Length > 0))
args["visual_params"] = OSD.FromBinary(VisualParams);
// Last few fields are still missing: granter and NVPais
// We might not pass this in all cases...
if ((Wearables != null) && (Wearables.Length > 0))
{
OSDArray wears = new OSDArray(Wearables.Length);
foreach (UUID uuid in Wearables)
wears.Add(OSD.FromUUID(uuid));
args["wearables"] = wears;
}
if ((CallbackURI != null) && (!CallbackURI.Equals("")))
args["callback_uri"] = OSD.FromString(CallbackURI);
@ -441,15 +417,6 @@ namespace OpenSim.Region.Framework.Scenes
if (args["agent_access"] != null)
Byte.TryParse(args["agent_access"].AsString(), out AgentAccess);
if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
{
OSDArray textures = (OSDArray)(args["agent_textures"]);
AgentTextures = new UUID[textures.Count];
int i = 0;
foreach (OSD o in textures)
AgentTextures[i++] = o.AsUUID();
}
if (args["active_group_id"] != null)
ActiveGroupID = args["active_group_id"].AsUUID();
@ -481,9 +448,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
{
OSDArray textures = (OSDArray)(args["agent_textures"]);
AgentTextures = new UUID[textures.Count];
int i = 0;
foreach (OSD o in textures)
AgentTextures[i++] = o.AsUUID();
}
if (args["visual_params"] != null)
VisualParams = args["visual_params"].AsBinary();
if ((args["wearables"] != null) && (args["wearables"]).Type == OSDType.Array)
{
OSDArray wears = (OSDArray)(args["wearables"]);
Wearables = new UUID[wears.Count];
int i = 0;
foreach (OSD o in wears)
Wearables[i++] = o.AsUUID();
}
if (args["callback_uri"] != null)
CallbackURI = args["callback_uri"].AsString();
}

View File

@ -2646,20 +2646,43 @@ namespace OpenSim.Region.Framework.Scenes
try
{
// We might not pass the Wearables in all cases...
// They're only needed so that persistent changes to the appearance
// are preserved in the new region where the user is moving to.
// But in Hypergrid we might not let this happen.
int i = 0;
UUID[] textures = new UUID[m_appearance.Wearables.Length * 2];
UUID[] wears = new UUID[m_appearance.Wearables.Length * 2];
foreach (AvatarWearable aw in m_appearance.Wearables)
{
if (aw != null)
{
textures[i++] = aw.ItemID;
textures[i++] = aw.AssetID;
wears[i++] = aw.ItemID;
wears[i++] = aw.AssetID;
}
else
m_log.DebugFormat("[SCENE PRESENCE]: Null wearable in CopyTo");
{
wears[i++] = UUID.Zero;
wears[i++] = UUID.Zero;
}
}
cAgent.Wearables = wears;
cAgent.VisualParams = m_appearance.VisualParams;
// Textures is not really needed in the base case, I think. But it's handy for
// the Hypergrid and other decentralized models, so that we know which
// textures to fecth from the user's asset server.
i = 0;
UUID[] textures = new UUID[m_appearance.Texture.FaceTextures.Length];
foreach (Primitive.TextureEntryFace face in m_appearance.Texture.FaceTextures)
{
if (face != null)
textures[i] = face.TextureID;
else
textures[i] = UUID.Zero;
++i;
}
cAgent.AgentTextures = textures;
cAgent.VisualParams = m_appearance.VisualParams;
}
catch (Exception e)
{
@ -2707,18 +2730,19 @@ namespace OpenSim.Region.Framework.Scenes
uint i = 0;
try
{
AvatarWearable[] wearables = new AvatarWearable[cAgent.AgentTextures.Length / 2];
for (uint n = 0; n < cAgent.AgentTextures.Length; n += 2)
AvatarWearable[] wears = new AvatarWearable[cAgent.Wearables.Length / 2];
for (uint n = 0; n < cAgent.Wearables.Length; n += 2)
{
UUID itemId = cAgent.AgentTextures[n];
UUID assetId = cAgent.AgentTextures[n + 1];
wearables[i++] = new AvatarWearable(itemId, assetId);
//te.CreateFace(i++).TextureID = assetId;
UUID itemId = cAgent.Wearables[n];
UUID assetId = cAgent.Wearables[n + 1];
wears[i++] = new AvatarWearable(itemId, assetId);
}
m_appearance.Wearables = wearables;
m_appearance.Wearables = wears;
// We're setting it here to default, but the viewer will soon send a SetAppearance that will
// set things straight. We should probably pass these textures too...
// set things straight. We should probably parse these textures too, we have them...
// In any case, the least we need to do is to check if this is HG and fetch the textures
// so that they can then be distributed to the other clients that ask for them later.
Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random());
m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams));