Part 1 of a commit. This revision will not compile, part 2 will be added in a couple of minutes that should fix that.

Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule. 
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
This commit is contained in:
MW
2007-12-01 14:20:37 +00:00
parent 6aef4a09f9
commit 27f182ac54
5 changed files with 104 additions and 32 deletions

View File

@@ -568,6 +568,7 @@ namespace OpenSim.Region.ClientStack
public event Action<IClientAPI> OnRegionHandShakeReply;
public event GenericCall2 OnRequestWearables;
public event SetAppearance OnSetAppearance;
public event AvatarNowWearing OnAvatarNowWearing;
public event GenericCall2 OnCompleteMovementToRegion;
public event UpdateAgent OnAgentUpdate;
public event AgentRequestSit OnAgentRequestSit;
@@ -2662,6 +2663,19 @@ namespace OpenSim.Region.ClientStack
OnSetAppearance(appear.ObjectData.TextureEntry, appear.VisualParam);
}
break;
case PacketType.AgentIsNowWearing:
if (OnAvatarNowWearing != null)
{
AgentIsNowWearingPacket nowWearing = (AgentIsNowWearingPacket)Pack;
AvatarWearingArgs wearingArgs = new AvatarWearingArgs();
for (int i = 0; i < nowWearing.WearableData.Length; i++)
{
AvatarWearingArgs.Wearable wearable = new AvatarWearingArgs.Wearable(nowWearing.WearableData[i].ItemID, nowWearing.WearableData[i].WearableType);
wearingArgs.NowWearing.Add(wearable);
}
OnAvatarNowWearing(this, wearingArgs);
}
break;
case PacketType.SetAlwaysRun:
SetAlwaysRunPacket run = (SetAlwaysRunPacket)Pack;
@@ -3604,10 +3618,6 @@ namespace OpenSim.Region.ClientStack
// Parhaps this should be processed on the Sim to determine whether or not to drop a dead client
// Dumping it to the verbose console until it's handled properly.
OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
break;
case PacketType.AgentIsNowWearing:
// AgentIsNowWearingPacket wear = (AgentIsNowWearingPacket)Pack;
OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
break;
case PacketType.ObjectScale: