mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
Fix logins and avatar appearance. Contains a Migration. May contain nuts.
This will cause visual params to be persisted along with worn items. With this, alpha and tattoo laters will be saved. Multiple layers MAY work, but not tested because I don't use Viewer 2.
This commit is contained in:
@@ -150,7 +150,11 @@ namespace OpenSim.Framework
|
||||
m_attachments = new Dictionary<int, List<AvatarAttachment>>();
|
||||
}
|
||||
|
||||
public AvatarAppearance(AvatarAppearance appearance)
|
||||
public AvatarAppearance(AvatarAppearance appearance) : this(appearance, true)
|
||||
{
|
||||
}
|
||||
|
||||
public AvatarAppearance(AvatarAppearance appearance, bool copyWearables)
|
||||
{
|
||||
// m_log.WarnFormat("[AVATAR APPEARANCE] create from an existing appearance");
|
||||
|
||||
@@ -175,7 +179,7 @@ namespace OpenSim.Framework
|
||||
m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
|
||||
for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
|
||||
m_wearables[i] = new AvatarWearable();
|
||||
if (appearance.Wearables != null)
|
||||
if (copyWearables && (appearance.Wearables != null))
|
||||
{
|
||||
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
|
||||
SetWearable(i,appearance.Wearables[i]);
|
||||
@@ -198,6 +202,28 @@ namespace OpenSim.Framework
|
||||
AppendAttachment(new AvatarAttachment(attachment));
|
||||
}
|
||||
|
||||
public void GetAssetsFrom(AvatarAppearance app)
|
||||
{
|
||||
for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
|
||||
{
|
||||
for (int j = 0 ; j < m_wearables[i].Count ; j++)
|
||||
{
|
||||
UUID itemID = m_wearables[i][j].ItemID;
|
||||
UUID assetID = app.Wearables[i].GetAsset(itemID);
|
||||
|
||||
if (assetID != UUID.Zero)
|
||||
m_wearables[i].Add(itemID, assetID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearWearables()
|
||||
{
|
||||
m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
|
||||
for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
|
||||
m_wearables[i] = new AvatarWearable();
|
||||
}
|
||||
|
||||
protected virtual void SetDefaultWearables()
|
||||
{
|
||||
m_wearables = AvatarWearable.DefaultWearables;
|
||||
@@ -205,11 +231,11 @@ namespace OpenSim.Framework
|
||||
|
||||
protected virtual void SetDefaultParams()
|
||||
{
|
||||
m_visualparams = new byte[VISUALPARAM_COUNT];
|
||||
for (int i = 0; i < VISUALPARAM_COUNT; i++)
|
||||
{
|
||||
m_visualparams[i] = 150;
|
||||
}
|
||||
m_visualparams = new byte[] { 56,23,66,0,0,25,0,124,107,0,0,91,137,36,180,79,78,20,32,255,0,63,137,137,63,122,0,71,127,94,63,0,150,150,150,17,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,78,0,0,0,0,0,0,0,0,0,145,216,133,0,0,0,219,107,150,150,165,135,0,150,150,150,63,112,155,150,150,150,150,150,150,150,150,150,150,150,0,0,0,0,188,255,91,219,124,0,150,127,165,127,127,127,127,59,63,107,71,68,89,33,79,114,178,127,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,0,85,131,117,127,147,163,104,0,140,18,0,107,130,0,150,150,198,0,0,40,38,91,165,209,198,127,127,153,204,51,51,150,150,255,204,0,150,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,22,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 };
|
||||
// for (int i = 0; i < VISUALPARAM_COUNT; i++)
|
||||
// {
|
||||
// m_visualparams[i] = 150;
|
||||
// }
|
||||
}
|
||||
|
||||
protected virtual void SetDefaultTexture()
|
||||
|
||||
@@ -82,12 +82,13 @@ namespace OpenSim.Framework
|
||||
public static readonly UUID DEFAULT_PANTS_ITEM = new UUID("77c41e39-38f9-f75a-0000-5859892f1111");
|
||||
public static readonly UUID DEFAULT_PANTS_ASSET = new UUID("00000000-38f9-1111-024e-222222111120");
|
||||
|
||||
public static readonly UUID DEFAULT_ALPHA_ITEM = new UUID("bfb9923c-4838-4d2d-bf07-608c5b1165c8");
|
||||
public static readonly UUID DEFAULT_ALPHA_ASSET = new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594");
|
||||
// public static readonly UUID DEFAULT_ALPHA_ITEM = new UUID("bfb9923c-4838-4d2d-bf07-608c5b1165c8");
|
||||
// public static readonly UUID DEFAULT_ALPHA_ASSET = new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594");
|
||||
|
||||
public static readonly UUID DEFAULT_TATTOO_ITEM = new UUID("c47e22bd-3021-4ba4-82aa-2b5cb34d35e1");
|
||||
public static readonly UUID DEFAULT_TATTOO_ASSET = new UUID("00000000-0000-2222-3333-100000001007");
|
||||
// public static readonly UUID DEFAULT_TATTOO_ITEM = new UUID("c47e22bd-3021-4ba4-82aa-2b5cb34d35e1");
|
||||
// public static readonly UUID DEFAULT_TATTOO_ASSET = new UUID("00000000-0000-2222-3333-100000001007");
|
||||
|
||||
private static AvatarWearable[] defaultWearables = null;
|
||||
|
||||
protected Dictionary<UUID, UUID> m_items = new Dictionary<UUID, UUID>();
|
||||
protected List<UUID> m_ids = new List<UUID>();
|
||||
@@ -152,6 +153,11 @@ namespace OpenSim.Framework
|
||||
m_items[itemID] = assetID;
|
||||
}
|
||||
|
||||
public void Wear(WearableItem item)
|
||||
{
|
||||
Wear(item.ItemID, item.AssetID);
|
||||
}
|
||||
|
||||
public void Wear(UUID itemID, UUID assetID)
|
||||
{
|
||||
Clear();
|
||||
@@ -204,11 +210,21 @@ namespace OpenSim.Framework
|
||||
}
|
||||
}
|
||||
|
||||
public UUID GetAsset(UUID itemID)
|
||||
{
|
||||
if (!m_items.ContainsKey(itemID))
|
||||
return UUID.Zero;
|
||||
return m_items[itemID];
|
||||
}
|
||||
|
||||
public static AvatarWearable[] DefaultWearables
|
||||
{
|
||||
get
|
||||
{
|
||||
AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES]; //should be 15 of these
|
||||
if (defaultWearables != null)
|
||||
return defaultWearables;
|
||||
|
||||
defaultWearables = new AvatarWearable[MAX_WEARABLES]; //should be 15 of these
|
||||
for (int i = 0; i < MAX_WEARABLES; i++)
|
||||
{
|
||||
defaultWearables[i] = new AvatarWearable();
|
||||
@@ -229,11 +245,11 @@ namespace OpenSim.Framework
|
||||
// Pants
|
||||
defaultWearables[PANTS].Add(DEFAULT_PANTS_ITEM, DEFAULT_PANTS_ASSET);
|
||||
|
||||
// Alpha
|
||||
defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET);
|
||||
// // Alpha
|
||||
// defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET);
|
||||
|
||||
// Tattoo
|
||||
defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
|
||||
// // Tattoo
|
||||
// defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
|
||||
|
||||
return defaultWearables;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user