When uploading mesh objects with textures also create inventory items for uploaded textures.
This implements: http://opensimulator.org/mantis/view.php?id=7250bullet-2.82
parent
6e0e35cd66
commit
3d70db4a58
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@ -44,6 +44,7 @@ using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers.HttpServer;
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using OpenSim.Framework.Client;
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using OpenSim.Services.Interfaces;
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using Caps = OpenSim.Framework.Capabilities.Caps;
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@ -536,6 +537,39 @@ namespace OpenSim.Region.ClientStack.Linden
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OSDArray texture_list = (OSDArray)request["texture_list"];
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SceneObjectGroup grp = null;
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InventoryFolderBase textureUploadFolder = null;
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List<InventoryFolderBase> foldersToUpdate = new List<InventoryFolderBase>();
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List<InventoryItemBase> itemsToUpdate = new List<InventoryItemBase>();
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IClientInventory clientInv = null;
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if (texture_list.Count > 0)
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{
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ScenePresence avatar = null;
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IClientAPI client = null;
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m_Scene.TryGetScenePresence(m_HostCapsObj.AgentID, out avatar);
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if (avatar != null)
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{
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IClientCore core = (IClientCore)avatar.ControllingClient;
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if (core.TryGet<IClientInventory>(out clientInv))
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{
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var systemTextureFolder = m_Scene.InventoryService.GetFolderForType(m_HostCapsObj.AgentID, AssetType.Texture);
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textureUploadFolder = new InventoryFolderBase(UUID.Random(), assetName, m_HostCapsObj.AgentID, (short)AssetType.Unknown, systemTextureFolder.ID, 1);
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if (m_Scene.InventoryService.AddFolder(textureUploadFolder))
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{
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foldersToUpdate.Add(textureUploadFolder);
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m_log.DebugFormat("Created new folder '{0}' ({1}) for textures uploaded with mesh object {2}", textureUploadFolder.Name, textureUploadFolder.ID, assetName);
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}
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else
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{
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textureUploadFolder = null;
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}
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}
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}
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}
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List<UUID> textures = new List<UUID>();
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for (int i = 0; i < texture_list.Count; i++)
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{
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@ -543,6 +577,35 @@ namespace OpenSim.Region.ClientStack.Linden
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textureAsset.Data = texture_list[i].AsBinary();
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m_assetService.Store(textureAsset);
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textures.Add(textureAsset.FullID);
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if (textureUploadFolder != null)
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{
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InventoryItemBase textureItem = new InventoryItemBase();
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textureItem.Owner = m_HostCapsObj.AgentID;
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textureItem.CreatorId = m_HostCapsObj.AgentID.ToString();
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textureItem.CreatorData = String.Empty;
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textureItem.ID = UUID.Random();
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textureItem.AssetID = textureAsset.FullID;
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textureItem.Description = assetDescription;
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textureItem.Name = assetName + " - Texture " + (i + 1).ToString();
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textureItem.AssetType = (int)AssetType.Texture;
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textureItem.InvType = (int)InventoryType.Texture;
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textureItem.Folder = textureUploadFolder.ID;
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textureItem.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Export);
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textureItem.BasePermissions = (uint)PermissionMask.All | (uint)PermissionMask.Export;
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textureItem.EveryOnePermissions = 0;
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textureItem.NextPermissions = (uint)PermissionMask.All;
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textureItem.CreationDate = Util.UnixTimeSinceEpoch();
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m_Scene.InventoryService.AddItem(textureItem);
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itemsToUpdate.Add(textureItem);
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m_log.DebugFormat("Created new inventory item '{0}' ({1}) for texture uploaded with mesh object {2}", textureItem.Name, textureItem.ID, assetName);
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}
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}
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if (clientInv != null && (foldersToUpdate.Count > 0 || itemsToUpdate.Count > 0))
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{
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clientInv.SendBulkUpdateInventory(foldersToUpdate.ToArray(), itemsToUpdate.ToArray());
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}
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for (int i = 0; i < mesh_list.Count; i++)
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