Fill out Current Outfit folder with links when creating the initial avatar appearance. Some viewers (e.g. Singularity 1.8.7) get seriously confused when the avatar has no current outfit links.

This commit is contained in:
Diva Canto
2017-04-26 09:58:15 -07:00
parent 2b8cdb2a75
commit 8dfab8757c

View File

@@ -640,9 +640,11 @@ namespace OpenSim.Services.UserAccountService
m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID);
InventoryFolderBase bodyPartsFolder = m_InventoryService.GetFolderForType(principalID, FolderType.BodyPart);
// Get Current Outfit folder
InventoryFolderBase currentOutfitFolder = m_InventoryService.GetFolderForType(principalID, FolderType.CurrentOutfit);
InventoryItemBase eyes = new InventoryItemBase(UUID.Random(), principalID);
eyes.AssetID = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
eyes.AssetID = AvatarWearable.DEFAULT_EYES_ASSET;
eyes.Name = "Default Eyes";
eyes.CreatorId = principalID.ToString();
eyes.AssetType = (int)AssetType.Bodypart;
@@ -655,6 +657,7 @@ namespace OpenSim.Services.UserAccountService
eyes.NextPermissions = (uint)PermissionMask.All;
eyes.Flags = (uint)WearableType.Eyes;
m_InventoryService.AddItem(eyes);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Eyes, eyes.Name, eyes.ID, principalID, currentOutfitFolder.ID);
InventoryItemBase shape = new InventoryItemBase(UUID.Random(), principalID);
shape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET;
@@ -670,6 +673,7 @@ namespace OpenSim.Services.UserAccountService
shape.NextPermissions = (uint)PermissionMask.All;
shape.Flags = (uint)WearableType.Shape;
m_InventoryService.AddItem(shape);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Shape, shape.Name, shape.ID, principalID, currentOutfitFolder.ID);
InventoryItemBase skin = new InventoryItemBase(UUID.Random(), principalID);
skin.AssetID = AvatarWearable.DEFAULT_SKIN_ASSET;
@@ -685,6 +689,7 @@ namespace OpenSim.Services.UserAccountService
skin.NextPermissions = (uint)PermissionMask.All;
skin.Flags = (uint)WearableType.Skin;
m_InventoryService.AddItem(skin);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Skin, skin.Name, skin.ID, principalID, currentOutfitFolder.ID);
InventoryItemBase hair = new InventoryItemBase(UUID.Random(), principalID);
hair.AssetID = AvatarWearable.DEFAULT_HAIR_ASSET;
@@ -700,6 +705,7 @@ namespace OpenSim.Services.UserAccountService
hair.NextPermissions = (uint)PermissionMask.All;
hair.Flags = (uint)WearableType.Hair;
m_InventoryService.AddItem(hair);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Hair, hair.Name, hair.ID, principalID, currentOutfitFolder.ID);
InventoryFolderBase clothingFolder = m_InventoryService.GetFolderForType(principalID, FolderType.Clothing);
@@ -717,6 +723,7 @@ namespace OpenSim.Services.UserAccountService
shirt.NextPermissions = (uint)PermissionMask.All;
shirt.Flags = (uint)WearableType.Shirt;
m_InventoryService.AddItem(shirt);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Shirt, shirt.Name, shirt.ID, principalID, currentOutfitFolder.ID);
InventoryItemBase pants = new InventoryItemBase(UUID.Random(), principalID);
pants.AssetID = AvatarWearable.DEFAULT_PANTS_ASSET;
@@ -732,6 +739,7 @@ namespace OpenSim.Services.UserAccountService
pants.NextPermissions = (uint)PermissionMask.All;
pants.Flags = (uint)WearableType.Pants;
m_InventoryService.AddItem(pants);
CreateCurrentOutfitLink((int)InventoryType.Wearable, (uint)WearableType.Pants, pants.Name, pants.ID, principalID, currentOutfitFolder.ID);
if (m_AvatarService != null)
{
@@ -815,6 +823,8 @@ namespace OpenSim.Services.UserAccountService
{
// Get Clothing folder of receiver
InventoryFolderBase destinationFolder = m_InventoryService.GetFolderForType(destination, FolderType.Clothing);
// Get Current Outfit folder
InventoryFolderBase currentOutfitFolder = m_InventoryService.GetFolderForType(destination, FolderType.CurrentOutfit);
if (destinationFolder == null)
throw new Exception("Cannot locate folder(s)");
@@ -841,6 +851,7 @@ namespace OpenSim.Services.UserAccountService
for (int i = 0; i < wearables.Length; i++)
{
wearable = wearables[i];
m_log.DebugFormat("[XXX]: Getting item {0} from avie {1}", wearable[0].ItemID, source);
if (wearable[0].ItemID != UUID.Zero)
{
// Get inventory item and copy it
@@ -878,6 +889,9 @@ namespace OpenSim.Services.UserAccountService
AvatarWearable newWearable = new AvatarWearable();
newWearable.Wear(destinationItem.ID, wearable[0].AssetID);
avatarAppearance.SetWearable(i, newWearable);
// Add to Current Outfit
CreateCurrentOutfitLink((int)InventoryType.Wearable, item.Flags, item.Name, destinationItem.ID, destination, currentOutfitFolder.ID);
}
else
{
@@ -930,6 +944,9 @@ namespace OpenSim.Services.UserAccountService
// Attach item
avatarAppearance.SetAttachment(attachpoint, destinationItem.ID, destinationItem.AssetID);
m_log.DebugFormat("[USER ACCOUNT SERVICE]: Attached {0}", destinationItem.ID);
// Add to Current Outfit
CreateCurrentOutfitLink(destinationItem.InvType, item.Flags, item.Name, destinationItem.ID, destination, currentOutfitFolder.ID);
}
else
{
@@ -939,6 +956,30 @@ namespace OpenSim.Services.UserAccountService
}
}
protected void CreateCurrentOutfitLink(int invType, uint itemType, string name, UUID itemID, UUID userID, UUID currentOutfitFolderUUID)
{
UUID LinkInvItem = UUID.Random();
InventoryItemBase itembase = new InventoryItemBase(LinkInvItem, userID)
{
AssetID = itemID,
AssetType = (int)AssetType.Link,
CreatorId = userID.ToString(),
InvType = invType,
Description = "",
//Folder = m_InventoryService.GetFolderForType(userID, FolderType.CurrentOutfit).ID,
Folder = currentOutfitFolderUUID,
Flags = itemType,
Name = name,
BasePermissions = (uint)PermissionMask.Copy,
CurrentPermissions = (uint)PermissionMask.Copy,
EveryOnePermissions = (uint)PermissionMask.Copy,
GroupPermissions = (uint)PermissionMask.Copy,
NextPermissions = (uint)PermissionMask.Copy
};
m_InventoryService.AddItem(itembase);
}
/// <summary>
/// Apply next owner permissions.
/// </summary>