Merge branch 'teravuswork' into avination

avinationmerge
Melanie 2013-01-26 18:00:43 +01:00
commit ac1d09bb0c
2 changed files with 278 additions and 8 deletions

View File

@ -190,8 +190,15 @@ namespace OpenSim.Region.ClientStack.Linden
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
cacheItems[i].TextureID =
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =face.TextureID;
if (m_scene.AssetService != null)
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
@ -213,8 +220,16 @@ namespace OpenSim.Region.ClientStack.Linden
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
{
Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
if (face == null)
{
textureEntry.CreateFace(cacheItems[i].TextureIndex);
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =
textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
face.TextureID;
}
else
{

View File

@ -674,20 +674,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;
bool resetwearable = false;
if (invService.GetRootFolder(userID) != null)
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
// Check if the default wearables are not set
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
continue;
{
switch ((WearableType) i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepair((WearableType)i, invService, userID, appearance);
resetwearable = true;
m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
resetwearable = true;
break;
// Ignore ruth's assets
}
continue;
}
// Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
continue;
{
switch ((WearableType)i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepair((WearableType)i, invService, userID, appearance);
m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
resetwearable = true;
break;
}
continue;
}
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);
@ -701,17 +734,239 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i][j].ItemID, (WearableType)i);
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
TryAndRepair((WearableType)i, invService, userID, appearance);
resetwearable = true;
}
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int) WearableType.Eyes] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
TryAndRepair(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
TryAndRepair(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Shape] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
TryAndRepair(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Shape][0].ItemID,
appearance.Wearables[(int)WearableType.Shape][0].AssetID);
TryAndRepair(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Hair] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
TryAndRepair(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Hair][0].ItemID,
appearance.Wearables[(int)WearableType.Hair][0].AssetID);
TryAndRepair(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Skin] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
TryAndRepair(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Skin][0].ItemID,
appearance.Wearables[(int)WearableType.Skin][0].AssetID);
TryAndRepair(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
}
if (resetwearable)
{
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
presence.Appearance.Serial++);
}
}
}
else
{
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
private void TryAndRepair(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
{
UUID defaultwearable = GetDefaultItem(type);
if (defaultwearable != UUID.Zero)
{
UUID newInvItem = UUID.Random();
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
{
AssetID =
defaultwearable,
AssetType
=
(int)
AssetType
.Bodypart,
CreatorId
=
userID
.ToString
(),
//InvType = (int)InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.Bodypart)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
UUID LinkInvItem = UUID.Random();
itembase = new InventoryItemBase(LinkInvItem, userID)
{
AssetID =
newInvItem,
AssetType
=
(int)
AssetType
.Link,
CreatorId
=
userID
.ToString
(),
InvType = (int) InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.CurrentOutfitFolder)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
m_scene.SendInventoryUpdate(presence.ControllingClient,
invService.GetFolderForType(userID,
AssetType
.CurrentOutfitFolder),
false, true);
}
}
}
private UUID GetDefaultItem(WearableType wearable)
{
// These are Urban male.. but it doesn't matter as long as the assets exist.
UUID ret = UUID.Zero;
switch (wearable)
{
case WearableType.Eyes:
ret = new UUID("46d7f979-c060-0ad6-5d3c-8de38c941c8d");
break;
case WearableType.Hair:
ret = new UUID("21ae002d-57af-441a-81ff-86f5f674b9b9");
break;
case WearableType.Pants:
ret = new UUID("e3440698-48fd-41ac-af9b-f680547cbef2");
break;
case WearableType.Shape:
ret = new UUID("7c1f1354-2aba-4e55-8357-1545c2c003ce");
break;
case WearableType.Shirt:
ret = new UUID("f8fefa00-b019-4072-9c04-ff79c65348b9");
break;
case WearableType.Shoes:
ret = new UUID("6455d2cf-0ee1-4c9a-9812-da03371bf719");
break;
case WearableType.Skin:
ret = new UUID("29c99e80-cf59-4fa0-9f8e-e4a1ccaf2fa3");
break;
case WearableType.Socks:
ret = new UUID("96472ac3-1e18-49e5-b2e4-17c03791ea96");
break;
case WearableType.Underpants:
ret = new UUID("d6c7b174-8a2d-473f-a80f-3b7d7b7b3a96");
break;
}
return ret;
}
#endregion
#region Client Event Handlers