Create default skin, shape and hair items in inventory for viewer 2
With the addition of eyes, and once all four items are worn, a naked avatar appears. This is interim code just to get things going.viewer-2-initial-appearance
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a1c5de0f94
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d075b1e52f
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@ -506,9 +506,10 @@ namespace OpenSim.Services.InventoryService
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private void AddNewInventorySet(UsersInventory inventory)
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{
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foreach (InventoryFolderBase folder in inventory.Folders.Values)
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{
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AddFolder(folder);
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}
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foreach (InventoryItemBase item in inventory.Items.Values)
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AddItem(item);
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}
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public InventoryItemBase GetInventoryItem(UUID itemID)
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@ -592,14 +593,14 @@ namespace OpenSim.Services.InventoryService
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folder.Version = 1;
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Folders.Add(folder.ID, folder);
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folder = new InventoryFolderBase();
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folder.ParentID = rootFolder;
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folder.Owner = user;
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folder.ID = UUID.Random();
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folder.Name = "Clothing";
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folder.Type = (short)AssetType.Clothing;
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folder.Version = 1;
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Folders.Add(folder.ID, folder);
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InventoryFolderBase clothingFolder = new InventoryFolderBase();
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clothingFolder.ParentID = rootFolder;
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clothingFolder.Owner = user;
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clothingFolder.ID = UUID.Random();
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clothingFolder.Name = "Clothing";
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clothingFolder.Type = (short)AssetType.Clothing;
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clothingFolder.Version = 1;
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Folders.Add(clothingFolder.ID, clothingFolder);
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folder = new InventoryFolderBase();
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folder.ParentID = rootFolder;
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@ -690,6 +691,18 @@ namespace OpenSim.Services.InventoryService
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folder.Type = (short)AssetType.TrashFolder;
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folder.Version = 1;
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Folders.Add(folder.ID, folder);
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// Not worth creating default items for this old inventory service since it's only currently used by
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// tests (and then to test other things, rather than the service itself).
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// // Default items
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// InventoryItemBase defaultShape = new InventoryItemBase();
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// defaultShape.Name = "Default shape";
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// defaultShape.AssetType = (int)AssetType.Bodypart;
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// defaultShape.InvType = (int)InventoryType.Wearable;
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// defaultShape.ID = AvatarWearable.DEFAULT_BODY_ITEM;
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// defaultShape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET;
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// defaultShape.Folder = clothingFolder.ID;
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// Items.Add(defaultShape.ID, defaultShape);
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}
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}
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}
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@ -135,6 +135,45 @@ namespace OpenSim.Services.InventoryService
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CreateFolder(principalID, rootFolder.ID, (int)AssetType.Texture, "Textures");
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if (!Array.Exists(sysFolders, delegate (XInventoryFolder f) { if (f.type == (int)AssetType.TrashFolder) return true; return false; }))
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CreateFolder(principalID, rootFolder.ID, (int)AssetType.TrashFolder, "Trash");
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InventoryFolderBase bodypartFolder = GetFolderForType(principalID, AssetType.Bodypart);
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// Default items
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InventoryItemBase defaultShape = new InventoryItemBase();
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defaultShape.Name = "Default shape";
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defaultShape.Description = "Default shape description";
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defaultShape.AssetType = (int)AssetType.Bodypart;
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defaultShape.InvType = (int)InventoryType.Wearable;
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defaultShape.Flags = (uint)WearableType.Shape;
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defaultShape.ID = AvatarWearable.DEFAULT_BODY_ITEM;
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defaultShape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET;
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defaultShape.Folder = bodypartFolder.ID;
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defaultShape.CreatorId = UUID.Zero.ToString();
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AddItem(defaultShape);
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InventoryItemBase defaultSkin = new InventoryItemBase();
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defaultSkin.Name = "Default skin";
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defaultSkin.Description = "Default skin description";
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defaultSkin.AssetType = (int)AssetType.Bodypart;
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defaultSkin.InvType = (int)InventoryType.Wearable;
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defaultSkin.Flags = (uint)WearableType.Skin;
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defaultSkin.ID = AvatarWearable.DEFAULT_SKIN_ITEM;
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defaultSkin.AssetID = AvatarWearable.DEFAULT_SKIN_ASSET;
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defaultSkin.Folder = bodypartFolder.ID;
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defaultSkin.CreatorId = UUID.Zero.ToString();
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AddItem(defaultSkin);
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InventoryItemBase defaultHair = new InventoryItemBase();
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defaultHair.Name = "Default hair";
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defaultHair.Description = "Default hair description";
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defaultHair.AssetType = (int)AssetType.Bodypart;
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defaultHair.InvType = (int)InventoryType.Wearable;
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defaultHair.Flags = (uint)WearableType.Hair;
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defaultHair.ID = AvatarWearable.DEFAULT_HAIR_ITEM;
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defaultHair.AssetID = AvatarWearable.DEFAULT_HAIR_ASSET;
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defaultHair.Folder = bodypartFolder.ID;
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defaultHair.CreatorId = UUID.Zero.ToString();
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AddItem(defaultHair);
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return result;
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}
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