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When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments later fail unless the attachment is detached and reattached. Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
343 lines
14 KiB
C#
343 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Services.Interfaces
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{
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public interface IAvatarService
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{
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/// <summary>
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/// Called by the login service
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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AvatarAppearance GetAppearance(UUID userID);
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/// <summary>
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/// Called by everyone who can change the avatar data (so, regions)
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="appearance"></param>
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/// <returns></returns>
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bool SetAppearance(UUID userID, AvatarAppearance appearance);
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/// <summary>
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/// Called by the login service
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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AvatarData GetAvatar(UUID userID);
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/// <summary>
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/// Called by everyone who can change the avatar data (so, regions)
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="avatar"></param>
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/// <returns></returns>
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bool SetAvatar(UUID userID, AvatarData avatar);
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/// <summary>
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/// Not sure if it's needed
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/// </summary>
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/// <param name="userID"></param>
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/// <returns></returns>
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bool ResetAvatar(UUID userID);
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/// <summary>
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/// These methods raison d'etre:
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/// No need to send the entire avatar data (SetAvatar) for changing attachments
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/// </summary>
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/// <param name="userID"></param>
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/// <param name="attach"></param>
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/// <returns></returns>
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bool SetItems(UUID userID, string[] names, string[] values);
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bool RemoveItems(UUID userID, string[] names);
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}
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/// <summary>
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/// Each region/client that uses avatars will have a data structure
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/// of this type representing the avatars.
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/// </summary>
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public class AvatarData
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{
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// This pretty much determines which name/value pairs will be
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// present below. The name/value pair describe a part of
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// the avatar. For SL avatars, these would be "shape", "texture1",
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// etc. For other avatars, they might be "mesh", "skin", etc.
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// The value portion is a URL that is expected to resolve to an
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// asset of the type required by the handler for that field.
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// It is required that regions can access these URLs. Allowing
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// direct access by a viewer is not required, and, if provided,
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// may be read-only. A "naked" UUID can be used to refer to an
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// asset int he current region's asset service, which is not
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// portable, but allows legacy appearance to continue to
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// function. Closed, LL-based grids will never need URLs here.
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public int AvatarType;
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public Dictionary<string,string> Data;
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public AvatarData()
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{
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}
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public AvatarData(Dictionary<string, object> kvp)
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{
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Data = new Dictionary<string, string>();
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if (kvp.ContainsKey("AvatarType"))
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Int32.TryParse(kvp["AvatarType"].ToString(), out AvatarType);
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foreach (KeyValuePair<string, object> _kvp in kvp)
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{
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if (_kvp.Value != null)
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Data[_kvp.Key] = _kvp.Value.ToString();
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}
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}
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/// <summary>
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/// </summary>
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/// <returns></returns>
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public Dictionary<string, object> ToKeyValuePairs()
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{
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Dictionary<string, object> result = new Dictionary<string, object>();
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result["AvatarType"] = AvatarType.ToString();
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foreach (KeyValuePair<string, string> _kvp in Data)
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{
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if (_kvp.Value != null)
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result[_kvp.Key] = _kvp.Value;
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}
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return result;
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}
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public AvatarData(AvatarAppearance appearance)
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{
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AvatarType = 1; // SL avatars
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Data = new Dictionary<string, string>();
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Data["Serial"] = appearance.Serial.ToString();
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// Wearables
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Data["AvatarHeight"] = appearance.AvatarHeight.ToString();
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++)
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{
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for (int j = 0 ; j < appearance.Wearables[i].Count ; j++)
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{
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string fieldName = String.Format("Wearable {0}:{1}", i, j);
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Data[fieldName] = String.Format("{0}:{1}",
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appearance.Wearables[i][j].ItemID.ToString(),
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appearance.Wearables[i][j].AssetID.ToString());
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}
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}
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// Visual Params
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string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT];
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byte[] binary = appearance.VisualParams;
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for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++)
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{
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vps[i] = binary[i].ToString();
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}
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Data["VisualParams"] = String.Join(",", vps);
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// Attachments
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List<AvatarAttachment> attachments = appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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{
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Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
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}
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}
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public AvatarAppearance ToAvatarAppearance()
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{
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AvatarAppearance appearance = new AvatarAppearance();
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if (Data.Count == 0)
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return appearance;
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appearance.ClearWearables();
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try
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{
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if (Data.ContainsKey("Serial"))
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appearance.Serial = Int32.Parse(Data["Serial"]);
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if (Data.ContainsKey("AvatarHeight"))
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appearance.AvatarHeight = float.Parse(Data["AvatarHeight"]);
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// Legacy Wearables
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if (Data.ContainsKey("BodyItem"))
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appearance.Wearables[AvatarWearable.BODY].Wear(
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UUID.Parse(Data["BodyItem"]),
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UUID.Parse(Data["BodyAsset"]));
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if (Data.ContainsKey("SkinItem"))
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appearance.Wearables[AvatarWearable.SKIN].Wear(
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UUID.Parse(Data["SkinItem"]),
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UUID.Parse(Data["SkinAsset"]));
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if (Data.ContainsKey("HairItem"))
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appearance.Wearables[AvatarWearable.HAIR].Wear(
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UUID.Parse(Data["HairItem"]),
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UUID.Parse(Data["HairAsset"]));
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if (Data.ContainsKey("EyesItem"))
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appearance.Wearables[AvatarWearable.EYES].Wear(
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UUID.Parse(Data["EyesItem"]),
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UUID.Parse(Data["EyesAsset"]));
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if (Data.ContainsKey("ShirtItem"))
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appearance.Wearables[AvatarWearable.SHIRT].Wear(
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UUID.Parse(Data["ShirtItem"]),
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UUID.Parse(Data["ShirtAsset"]));
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if (Data.ContainsKey("PantsItem"))
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appearance.Wearables[AvatarWearable.PANTS].Wear(
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UUID.Parse(Data["PantsItem"]),
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UUID.Parse(Data["PantsAsset"]));
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if (Data.ContainsKey("ShoesItem"))
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appearance.Wearables[AvatarWearable.SHOES].Wear(
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UUID.Parse(Data["ShoesItem"]),
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UUID.Parse(Data["ShoesAsset"]));
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if (Data.ContainsKey("SocksItem"))
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appearance.Wearables[AvatarWearable.SOCKS].Wear(
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UUID.Parse(Data["SocksItem"]),
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UUID.Parse(Data["SocksAsset"]));
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if (Data.ContainsKey("JacketItem"))
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appearance.Wearables[AvatarWearable.JACKET].Wear(
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UUID.Parse(Data["JacketItem"]),
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UUID.Parse(Data["JacketAsset"]));
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if (Data.ContainsKey("GlovesItem"))
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appearance.Wearables[AvatarWearable.GLOVES].Wear(
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UUID.Parse(Data["GlovesItem"]),
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UUID.Parse(Data["GlovesAsset"]));
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if (Data.ContainsKey("UnderShirtItem"))
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appearance.Wearables[AvatarWearable.UNDERSHIRT].Wear(
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UUID.Parse(Data["UnderShirtItem"]),
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UUID.Parse(Data["UnderShirtAsset"]));
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if (Data.ContainsKey("UnderPantsItem"))
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appearance.Wearables[AvatarWearable.UNDERPANTS].Wear(
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UUID.Parse(Data["UnderPantsItem"]),
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UUID.Parse(Data["UnderPantsAsset"]));
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if (Data.ContainsKey("SkirtItem"))
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appearance.Wearables[AvatarWearable.SKIRT].Wear(
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UUID.Parse(Data["SkirtItem"]),
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UUID.Parse(Data["SkirtAsset"]));
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if (Data.ContainsKey("VisualParams"))
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{
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string[] vps = Data["VisualParams"].Split(new char[] {','});
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byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT];
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for (int i = 0 ; i < vps.Length && i < binary.Length ; i++)
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binary[i] = (byte)Convert.ToInt32(vps[i]);
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appearance.VisualParams = binary;
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}
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// New style wearables
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foreach (KeyValuePair<string, string> _kvp in Data)
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{
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if (_kvp.Key.StartsWith("Wearable "))
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{
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string wearIndex = _kvp.Key.Substring(9);
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string[] wearIndices = wearIndex.Split(new char[] {':'});
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int index = Convert.ToInt32(wearIndices[0]);
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string[] ids = _kvp.Value.Split(new char[] {':'});
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UUID itemID = new UUID(ids[0]);
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UUID assetID = new UUID(ids[1]);
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appearance.Wearables[index].Add(itemID, assetID);
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}
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}
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// Attachments
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Dictionary<string, string> attchs = new Dictionary<string, string>();
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foreach (KeyValuePair<string, string> _kvp in Data)
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if (_kvp.Key.StartsWith("_ap_"))
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attchs[_kvp.Key] = _kvp.Value;
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foreach (KeyValuePair<string, string> _kvp in attchs)
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{
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string pointStr = _kvp.Key.Substring(4);
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int point = 0;
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if (!Int32.TryParse(pointStr, out point))
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continue;
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UUID uuid = UUID.Zero;
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UUID.TryParse(_kvp.Value, out uuid);
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appearance.SetAttachment(point, uuid, UUID.Zero);
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}
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if (appearance.Wearables[AvatarWearable.BODY].Count == 0)
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appearance.Wearables[AvatarWearable.BODY].Wear(
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AvatarWearable.DefaultWearables[
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AvatarWearable.BODY][0]);
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if (appearance.Wearables[AvatarWearable.SKIN].Count == 0)
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appearance.Wearables[AvatarWearable.SKIN].Wear(
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AvatarWearable.DefaultWearables[
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AvatarWearable.SKIN][0]);
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if (appearance.Wearables[AvatarWearable.HAIR].Count == 0)
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appearance.Wearables[AvatarWearable.HAIR].Wear(
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AvatarWearable.DefaultWearables[
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AvatarWearable.HAIR][0]);
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if (appearance.Wearables[AvatarWearable.EYES].Count == 0)
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appearance.Wearables[AvatarWearable.EYES].Wear(
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AvatarWearable.DefaultWearables[
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AvatarWearable.EYES][0]);
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}
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catch
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{
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// We really should report something here, returning null
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// will at least break the wrapper
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return null;
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}
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return appearance;
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}
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}
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}
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