* Removed more encoding faults.

This commit is contained in:
Adam Frisby
2008-03-21 02:36:34 +00:00
parent fd8aa566b5
commit 803670e6ea
3 changed files with 2 additions and 19 deletions

View File

@@ -1164,8 +1164,6 @@ namespace OpenSim.Region.ClientStack
// 6 to 7 items at a time, so let's stick with 6
int MAX_ITEMS_PER_PACKET = 6;
// ENCODING FAULT
Encoding enc = Encoding.UTF8;
uint FULL_MASK_PERMISSIONS = 2147483647;
if (fetchItems)
@@ -1336,8 +1334,6 @@ namespace OpenSim.Region.ClientStack
public void SendInventoryItemDetails(LLUUID ownerID, InventoryItemBase item)
{
// ENCODING FAULT
Encoding enc = Encoding.UTF8;
uint FULL_MASK_PERMISSIONS = (uint)PermissionMask.All;
FetchInventoryReplyPacket inventoryReply = (FetchInventoryReplyPacket)PacketPool.Instance.GetPacket(PacketType.FetchInventoryReply);
// TODO: don't create new blocks if recycling an old packet
@@ -1379,8 +1375,6 @@ namespace OpenSim.Region.ClientStack
/// <see>IClientAPI.SendInventoryItemCreateUpdate(InventoryItemBase)</see>
public void SendInventoryItemCreateUpdate(InventoryItemBase Item)
{
// ENCODING FAULT
Encoding enc = Encoding.UTF8;
uint FULL_MASK_PERMISSIONS = (uint)PermissionMask.All;
UpdateCreateInventoryItemPacket InventoryReply = (UpdateCreateInventoryItemPacket)PacketPool.Instance.GetPacket(PacketType.UpdateCreateInventoryItem);
// TODO: don't create new blocks if recycling an old packet
@@ -2215,12 +2209,10 @@ namespace OpenSim.Region.ClientStack
{
objdata.TextureEntry = textureEntry;
}
// ENCODING FAULT
Encoding enc = Encoding.UTF8;
LLVector3 pos = new LLVector3(objdata.ObjectData, 16);
pos.X = 100f;
objdata.ID = 8880000;
objdata.NameValue = enc.GetBytes("FirstName STRING RW SV Test \nLastName STRING RW SV User \0");
objdata.NameValue = Helpers.StringToField("FirstName STRING RW SV Test \nLastName STRING RW SV User ");
//LLVector3 pos2 = new LLVector3(100f, 100f, 23f);
//objdata.FullID=user.AgentId;
byte[] pb = pos.GetBytes();
@@ -2944,9 +2936,6 @@ namespace OpenSim.Region.ClientStack
}
else
{
// ENCODING FAULT
Encoding _enc = Encoding.UTF8;
switch (Pack.Type)
{
#region Scene/Avatar