fix animation asset name to "animatn", use "animset" for the new

animationSet
avinationmerge
UbitUmarov 2014-09-25 16:37:43 +01:00
parent f51779bb05
commit 57166878b5
1 changed files with 10 additions and 8 deletions

View File

@ -530,6 +530,7 @@ namespace OpenSim.Region.ClientStack.Linden
if (llsdRequest.asset_type == "texture" || if (llsdRequest.asset_type == "texture" ||
llsdRequest.asset_type == "animation" || llsdRequest.asset_type == "animation" ||
llsdRequest.asset_type == "animatn" || // this is the asset name actually used by viewers
llsdRequest.asset_type == "mesh" || llsdRequest.asset_type == "mesh" ||
llsdRequest.asset_type == "sound") llsdRequest.asset_type == "sound")
{ {
@ -757,13 +758,6 @@ namespace OpenSim.Region.ClientStack.Linden
inType = (sbyte)InventoryType.Animation; inType = (sbyte)InventoryType.Animation;
assType = (sbyte)AssetType.Animation; assType = (sbyte)AssetType.Animation;
} }
// add add both animationset and animset until is clear what name Liru will use
else if (inventoryType == "animationset")
{
inType = (sbyte)CustomInventoryType.AnimationSet;
assType = (sbyte)CustomAssetType.AnimationSet;
m_log.Debug("got animationset upload request");
}
else if (inventoryType == "animset") else if (inventoryType == "animset")
{ {
inType = (sbyte)CustomInventoryType.AnimationSet; inType = (sbyte)CustomInventoryType.AnimationSet;
@ -1121,7 +1115,15 @@ namespace OpenSim.Region.ClientStack.Linden
// If we set PermissionMask.All then when we rez the item the next permissions will replace the current // If we set PermissionMask.All then when we rez the item the next permissions will replace the current
// (owner) permissions. This becomes a problem if next permissions are changed. // (owner) permissions. This becomes a problem if next permissions are changed.
if (restrictPerms) if (inType == (sbyte)CustomInventoryType.AnimationSet)
{
item.BasePermissions = (uint)(PermissionMask.Copy | PermissionMask.Modify);
item.CurrentPermissions = (uint)(PermissionMask.Copy| PermissionMask.Modify);
item.EveryOnePermissions = 0;
item.NextPermissions = 0;
}
else if (restrictPerms)
{ {
item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); item.BasePermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);
item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify); item.CurrentPermissions = (uint)(PermissionMask.Move | PermissionMask.Modify);