Merge branch 'teravuswork' into avination
commit
ac1d09bb0c
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@ -190,8 +190,15 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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{
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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{
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{
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cacheItems[i].TextureID =
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Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
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textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
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if (face == null)
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{
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textureEntry.CreateFace(cacheItems[i].TextureIndex);
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textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
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AppearanceManager.DEFAULT_AVATAR_TEXTURE;
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continue;
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}
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cacheItems[i].TextureID =face.TextureID;
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if (m_scene.AssetService != null)
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if (m_scene.AssetService != null)
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cacheItems[i].TextureAsset =
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cacheItems[i].TextureAsset =
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m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
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m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
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@ -213,8 +220,16 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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{
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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{
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{
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Primitive.TextureEntryFace face = textureEntry.FaceTextures[cacheItems[i].TextureIndex];
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if (face == null)
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{
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textureEntry.CreateFace(cacheItems[i].TextureIndex);
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textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID =
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AppearanceManager.DEFAULT_AVATAR_TEXTURE;
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continue;
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}
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cacheItems[i].TextureID =
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cacheItems[i].TextureID =
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textureEntry.FaceTextures[cacheItems[i].TextureIndex].TextureID;
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face.TextureID;
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}
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}
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else
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else
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{
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{
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@ -674,20 +674,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
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private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
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{
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{
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IInventoryService invService = m_scene.InventoryService;
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IInventoryService invService = m_scene.InventoryService;
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bool resetwearable = false;
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if (invService.GetRootFolder(userID) != null)
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if (invService.GetRootFolder(userID) != null)
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{
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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{
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{
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for (int j = 0; j < appearance.Wearables[i].Count; j++)
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for (int j = 0; j < appearance.Wearables[i].Count; j++)
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{
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{
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// Check if the default wearables are not set
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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continue;
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{
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switch ((WearableType) i)
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{
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case WearableType.Eyes:
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case WearableType.Hair:
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case WearableType.Shape:
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case WearableType.Skin:
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//case WearableType.Underpants:
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TryAndRepair((WearableType)i, invService, userID, appearance);
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resetwearable = true;
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m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
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resetwearable = true;
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break;
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// Ignore ruth's assets
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}
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continue;
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}
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// Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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continue;
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{
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switch ((WearableType)i)
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{
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case WearableType.Eyes:
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case WearableType.Hair:
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case WearableType.Shape:
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case WearableType.Skin:
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//case WearableType.Underpants:
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TryAndRepair((WearableType)i, invService, userID, appearance);
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m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
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resetwearable = true;
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break;
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}
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continue;
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}
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InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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baseItem = invService.GetItem(baseItem);
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baseItem = invService.GetItem(baseItem);
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@ -701,17 +734,239 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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appearance.Wearables[i][j].ItemID, (WearableType)i);
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appearance.Wearables[i][j].ItemID, (WearableType)i);
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appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
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TryAndRepair((WearableType)i, invService, userID, appearance);
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resetwearable = true;
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}
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}
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}
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}
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}
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}
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// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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if (appearance.Wearables[(int) WearableType.Eyes] == null)
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{
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m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
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TryAndRepair(WearableType.Eyes, invService, userID, appearance);
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resetwearable = true;
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}
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else
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{
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if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
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{
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m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
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appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
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appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
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TryAndRepair(WearableType.Eyes, invService, userID, appearance);
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resetwearable = true;
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}
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}
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// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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if (appearance.Wearables[(int)WearableType.Shape] == null)
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{
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m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
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TryAndRepair(WearableType.Shape, invService, userID, appearance);
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resetwearable = true;
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}
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else
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{
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if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
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{
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m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
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appearance.Wearables[(int)WearableType.Shape][0].ItemID,
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appearance.Wearables[(int)WearableType.Shape][0].AssetID);
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TryAndRepair(WearableType.Shape, invService, userID, appearance);
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resetwearable = true;
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}
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}
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// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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if (appearance.Wearables[(int)WearableType.Hair] == null)
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{
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m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
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TryAndRepair(WearableType.Hair, invService, userID, appearance);
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resetwearable = true;
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}
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else
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{
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if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
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{
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m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
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appearance.Wearables[(int)WearableType.Hair][0].ItemID,
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appearance.Wearables[(int)WearableType.Hair][0].AssetID);
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TryAndRepair(WearableType.Hair, invService, userID, appearance);
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resetwearable = true;
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}
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}
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// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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if (appearance.Wearables[(int)WearableType.Skin] == null)
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{
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m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
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TryAndRepair(WearableType.Skin, invService, userID, appearance);
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resetwearable = true;
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}
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else
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{
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if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
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{
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m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
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appearance.Wearables[(int)WearableType.Skin][0].ItemID,
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appearance.Wearables[(int)WearableType.Skin][0].AssetID);
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TryAndRepair(WearableType.Skin, invService, userID, appearance);
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resetwearable = true;
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}
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}
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if (resetwearable)
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{
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ScenePresence presence = null;
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if (m_scene.TryGetScenePresence(userID, out presence))
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{
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presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
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presence.Appearance.Serial++);
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}
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}
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|
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}
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}
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else
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else
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{
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{
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m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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}
|
}
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}
|
}
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private void TryAndRepair(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
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{
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UUID defaultwearable = GetDefaultItem(type);
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if (defaultwearable != UUID.Zero)
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||||||
|
{
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UUID newInvItem = UUID.Random();
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InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
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|
{
|
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|
AssetID =
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|
defaultwearable,
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|
AssetType
|
||||||
|
=
|
||||||
|
(int)
|
||||||
|
AssetType
|
||||||
|
.Bodypart,
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|
CreatorId
|
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|
=
|
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|
userID
|
||||||
|
.ToString
|
||||||
|
(),
|
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|
//InvType = (int)InventoryType.Wearable,
|
||||||
|
|
||||||
|
Description
|
||||||
|
=
|
||||||
|
"Failed Wearable Replacement",
|
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|
Folder =
|
||||||
|
invService
|
||||||
|
.GetFolderForType
|
||||||
|
(userID,
|
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|
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
|
#endregion
|
||||||
|
|
||||||
#region Client Event Handlers
|
#region Client Event Handlers
|
||||||
|
|
Loading…
Reference in New Issue