A little bit more tweaking with appearance. Now passing both the wearables and the textures referred to in the Texture faces of AvatarAppearance. The textures are still not being acted upon on the other side, but they will.

Note: will make avies coming from older sims casper or grey. Upgrade!
Related to mantis #3204.
This commit is contained in:
diva
2009-02-23 00:51:31 +00:00
parent 8f55b9d735
commit 20eb8e54ac
2 changed files with 75 additions and 66 deletions

View File

@@ -207,39 +207,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
//public class AgentAnimationData
//{
// public UUID Animation;
// public UUID ObjectID;
// public AgentAnimationData(UUID anim, UUID obj)
// {
// Animation = anim;
// ObjectID = obj;
// }
// public AgentAnimationData(OSDMap args)
// {
// UnpackUpdateMessage(args);
// }
// public OSDMap PackUpdateMessage()
// {
// OSDMap anim = new OSDMap();
// anim["animation"] = OSD.FromUUID(Animation);
// anim["object_id"] = OSD.FromUUID(ObjectID);
// return anim;
// }
// public void UnpackUpdateMessage(OSDMap args)
// {
// if (args["animation"] != null)
// Animation = args["animation"].AsUUID();
// if (args["object_id"] != null)
// ObjectID = args["object_id"].AsUUID();
// }
//}
public class AgentData : IAgentData
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -276,16 +243,17 @@ namespace OpenSim.Region.Framework.Scenes
public bool AlwaysRun;
public UUID PreyAgent;
public Byte AgentAccess;
public UUID[] AgentTextures;
public UUID ActiveGroupID;
public AgentGroupData[] Groups;
public Animation[] Anims;
public UUID GranterID;
public Dictionary<string, string> NVPairs;
// Appearance
public UUID[] AgentTextures;
public byte[] VisualParams;
public UUID[] Wearables;
public string CallbackURI;
@@ -325,14 +293,6 @@ namespace OpenSim.Region.Framework.Scenes
args["prey_agent"] = OSD.FromUUID(PreyAgent);
args["agent_access"] = OSD.FromString(AgentAccess.ToString());
if ((AgentTextures != null) && (AgentTextures.Length > 0))
{
OSDArray textures = new OSDArray(AgentTextures.Length);
foreach (UUID uuid in AgentTextures)
textures.Add(OSD.FromUUID(uuid));
args["agent_textures"] = textures;
}
args["active_group_id"] = OSD.FromUUID(ActiveGroupID);
if ((Groups != null) && (Groups.Length > 0))
@@ -351,10 +311,26 @@ namespace OpenSim.Region.Framework.Scenes
args["animations"] = anims;
}
if ((AgentTextures != null) && (AgentTextures.Length > 0))
{
OSDArray textures = new OSDArray(AgentTextures.Length);
foreach (UUID uuid in AgentTextures)
textures.Add(OSD.FromUUID(uuid));
args["agent_textures"] = textures;
}
if ((VisualParams != null) && (VisualParams.Length > 0))
args["visual_params"] = OSD.FromBinary(VisualParams);
// Last few fields are still missing: granter and NVPais
// We might not pass this in all cases...
if ((Wearables != null) && (Wearables.Length > 0))
{
OSDArray wears = new OSDArray(Wearables.Length);
foreach (UUID uuid in Wearables)
wears.Add(OSD.FromUUID(uuid));
args["wearables"] = wears;
}
if ((CallbackURI != null) && (!CallbackURI.Equals("")))
args["callback_uri"] = OSD.FromString(CallbackURI);
@@ -441,15 +417,6 @@ namespace OpenSim.Region.Framework.Scenes
if (args["agent_access"] != null)
Byte.TryParse(args["agent_access"].AsString(), out AgentAccess);
if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
{
OSDArray textures = (OSDArray)(args["agent_textures"]);
AgentTextures = new UUID[textures.Count];
int i = 0;
foreach (OSD o in textures)
AgentTextures[i++] = o.AsUUID();
}
if (args["active_group_id"] != null)
ActiveGroupID = args["active_group_id"].AsUUID();
@@ -481,9 +448,27 @@ namespace OpenSim.Region.Framework.Scenes
}
}
if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
{
OSDArray textures = (OSDArray)(args["agent_textures"]);
AgentTextures = new UUID[textures.Count];
int i = 0;
foreach (OSD o in textures)
AgentTextures[i++] = o.AsUUID();
}
if (args["visual_params"] != null)
VisualParams = args["visual_params"].AsBinary();
if ((args["wearables"] != null) && (args["wearables"]).Type == OSDType.Array)
{
OSDArray wears = (OSDArray)(args["wearables"]);
Wearables = new UUID[wears.Count];
int i = 0;
foreach (OSD o in wears)
Wearables[i++] = o.AsUUID();
}
if (args["callback_uri"] != null)
CallbackURI = args["callback_uri"].AsString();
}