2527 lines
108 KiB
C#
2527 lines
108 KiB
C#
/*
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* Copyright (c) 2006-2008, openmetaverse.org
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* All rights reserved.
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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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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Drawing;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenMetaverse.Imaging;
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using OpenMetaverse.Assets;
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using OpenMetaverse.Http;
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using OpenMetaverse.StructuredData;
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namespace OpenMetaverse
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{
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#region Enums
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/// <summary>
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/// Index of TextureEntry slots for avatar appearances
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/// </summary>
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public enum AvatarTextureIndex
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{
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Unknown = -1,
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HeadBodypaint = 0,
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UpperShirt,
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LowerPants,
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EyesIris,
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Hair,
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UpperBodypaint,
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LowerBodypaint,
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LowerShoes,
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HeadBaked,
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UpperBaked,
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LowerBaked,
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EyesBaked,
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LowerSocks,
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UpperJacket,
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LowerJacket,
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UpperGloves,
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UpperUndershirt,
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LowerUnderpants,
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Skirt,
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SkirtBaked,
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HairBaked,
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LowerAlpha,
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UpperAlpha,
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HeadAlpha,
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EyesAlpha,
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HairAlpha,
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HeadTattoo,
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UpperTattoo,
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LowerTattoo,
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NumberOfEntries
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}
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/// <summary>
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/// Bake layers for avatar appearance
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/// </summary>
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public enum BakeType
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{
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Unknown = -1,
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Head = 0,
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UpperBody = 1,
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LowerBody = 2,
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Eyes = 3,
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Skirt = 4,
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Hair = 5
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}
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/// <summary>
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/// Appearance Flags, introdued with server side baking, currently unused
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/// </summary>
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[Flags]
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public enum AppearanceFlags : uint
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{
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None = 0
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}
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#endregion Enums
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public class AppearanceManager
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{
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#region Constants
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/// <summary>Mask for multiple attachments</summary>
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public static readonly byte ATTACHMENT_ADD = 0x80;
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/// <summary>Mapping between BakeType and AvatarTextureIndex</summary>
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public static readonly byte[] BakeIndexToTextureIndex = new byte[BAKED_TEXTURE_COUNT] { 8, 9, 10, 11, 19, 20 };
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/// <summary>Maximum number of concurrent downloads for wearable assets and textures</summary>
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const int MAX_CONCURRENT_DOWNLOADS = 5;
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/// <summary>Maximum number of concurrent uploads for baked textures</summary>
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const int MAX_CONCURRENT_UPLOADS = 6;
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/// <summary>Timeout for fetching inventory listings</summary>
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const int INVENTORY_TIMEOUT = 1000 * 30;
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/// <summary>Timeout for fetching a single wearable, or receiving a single packet response</summary>
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const int WEARABLE_TIMEOUT = 1000 * 30;
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/// <summary>Timeout for fetching a single texture</summary>
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const int TEXTURE_TIMEOUT = 1000 * 120;
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/// <summary>Timeout for uploading a single baked texture</summary>
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const int UPLOAD_TIMEOUT = 1000 * 90;
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/// <summary>Number of times to retry bake upload</summary>
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const int UPLOAD_RETRIES = 2;
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/// <summary>When changing outfit, kick off rebake after
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/// 20 seconds has passed since the last change</summary>
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const int REBAKE_DELAY = 1000 * 20;
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/// <summary>Total number of wearables for each avatar</summary>
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public const int WEARABLE_COUNT = 16;
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/// <summary>Total number of baked textures on each avatar</summary>
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public const int BAKED_TEXTURE_COUNT = 6;
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/// <summary>Total number of wearables per bake layer</summary>
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public const int WEARABLES_PER_LAYER = 9;
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/// <summary>Map of what wearables are included in each bake</summary>
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public static readonly WearableType[][] WEARABLE_BAKE_MAP = new WearableType[][]
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{
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new WearableType[] { WearableType.Shape, WearableType.Skin, WearableType.Tattoo, WearableType.Hair, WearableType.Alpha, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid },
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new WearableType[] { WearableType.Shape, WearableType.Skin, WearableType.Tattoo, WearableType.Shirt, WearableType.Jacket, WearableType.Gloves, WearableType.Undershirt, WearableType.Alpha, WearableType.Invalid },
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new WearableType[] { WearableType.Shape, WearableType.Skin, WearableType.Tattoo, WearableType.Pants, WearableType.Shoes, WearableType.Socks, WearableType.Jacket, WearableType.Underpants, WearableType.Alpha },
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new WearableType[] { WearableType.Eyes, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid },
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new WearableType[] { WearableType.Skirt, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid },
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new WearableType[] { WearableType.Hair, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid, WearableType.Invalid }
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};
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/// <summary>Magic values to finalize the cache check hashes for each
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/// bake</summary>
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public static readonly UUID[] BAKED_TEXTURE_HASH = new UUID[]
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{
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new UUID("18ded8d6-bcfc-e415-8539-944c0f5ea7a6"),
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new UUID("338c29e3-3024-4dbb-998d-7c04cf4fa88f"),
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new UUID("91b4a2c7-1b1a-ba16-9a16-1f8f8dcc1c3f"),
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new UUID("b2cf28af-b840-1071-3c6a-78085d8128b5"),
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new UUID("ea800387-ea1a-14e0-56cb-24f2022f969a"),
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new UUID("0af1ef7c-ad24-11dd-8790-001f5bf833e8")
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};
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/// <summary>Default avatar texture, used to detect when a custom
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/// texture is not set for a face</summary>
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public static readonly UUID DEFAULT_AVATAR_TEXTURE = new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97");
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#endregion Constants
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#region Structs / Classes
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/// <summary>
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/// Contains information about a wearable inventory item
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/// </summary>
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public class WearableData
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{
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/// <summary>Inventory ItemID of the wearable</summary>
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public UUID ItemID;
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/// <summary>AssetID of the wearable asset</summary>
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public UUID AssetID;
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/// <summary>WearableType of the wearable</summary>
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public WearableType WearableType;
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/// <summary>AssetType of the wearable</summary>
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public AssetType AssetType;
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/// <summary>Asset data for the wearable</summary>
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public AssetWearable Asset;
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public override string ToString()
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{
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return String.Format("ItemID: {0}, AssetID: {1}, WearableType: {2}, AssetType: {3}, Asset: {4}",
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ItemID, AssetID, WearableType, AssetType, Asset != null ? Asset.Name : "(null)");
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}
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}
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/// <summary>
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/// Data collected from visual params for each wearable
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/// needed for the calculation of the color
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/// </summary>
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private struct ColorParamInfo
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{
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public VisualParam VisualParam;
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public VisualColorParam VisualColorParam;
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public float Value;
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public WearableType WearableType;
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}
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/// <summary>
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/// Holds a texture assetID and the data needed to bake this layer into
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/// an outfit texture. Used to keep track of currently worn textures
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/// and baking data
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/// </summary>
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public struct TextureData
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{
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/// <summary>A texture AssetID</summary>
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public UUID TextureID;
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/// <summary>Asset data for the texture</summary>
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public AssetTexture Texture;
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/// <summary>Collection of alpha masks that needs applying</summary>
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public Dictionary<VisualAlphaParam, float> AlphaMasks;
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/// <summary>Tint that should be applied to the texture</summary>
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public Color4 Color;
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/// <summary>Where on avatar does this texture belong</summary>
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public AvatarTextureIndex TextureIndex;
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public override string ToString()
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{
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return String.Format("TextureID: {0}, Texture: {1}",
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TextureID, Texture != null ? Texture.AssetData.Length + " bytes" : "(null)");
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}
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}
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#endregion Structs / Classes
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#region Event delegates, Raise Events
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/// <summary>The event subscribers. null if no subcribers</summary>
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private EventHandler<AgentWearablesReplyEventArgs> m_AgentWearablesReply;
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/// <summary>Raises the AgentWearablesReply event</summary>
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/// <param name="e">An AgentWearablesReplyEventArgs object containing the
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/// data returned from the data server</param>
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protected virtual void OnAgentWearables(AgentWearablesReplyEventArgs e)
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{
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EventHandler<AgentWearablesReplyEventArgs> handler = m_AgentWearablesReply;
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if (handler != null)
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handler(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_AgentWearablesLock = new object();
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/// <summary>Triggered when an AgentWearablesUpdate packet is received,
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/// telling us what our avatar is currently wearing
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/// <see cref="RequestAgentWearables"/> request.</summary>
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public event EventHandler<AgentWearablesReplyEventArgs> AgentWearablesReply
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{
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add { lock (m_AgentWearablesLock) { m_AgentWearablesReply += value; } }
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remove { lock (m_AgentWearablesLock) { m_AgentWearablesReply -= value; } }
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}
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/// <summary>The event subscribers. null if no subcribers</summary>
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private EventHandler<AgentCachedBakesReplyEventArgs> m_AgentCachedBakesReply;
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/// <summary>Raises the CachedBakesReply event</summary>
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/// <param name="e">An AgentCachedBakesReplyEventArgs object containing the
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/// data returned from the data server AgentCachedTextureResponse</param>
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protected virtual void OnAgentCachedBakes(AgentCachedBakesReplyEventArgs e)
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{
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EventHandler<AgentCachedBakesReplyEventArgs> handler = m_AgentCachedBakesReply;
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if (handler != null)
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handler(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_AgentCachedBakesLock = new object();
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/// <summary>Raised when an AgentCachedTextureResponse packet is
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/// received, giving a list of cached bakes that were found on the
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/// simulator
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/// <seealso cref="RequestCachedBakes"/> request.</summary>
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public event EventHandler<AgentCachedBakesReplyEventArgs> CachedBakesReply
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{
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add { lock (m_AgentCachedBakesLock) { m_AgentCachedBakesReply += value; } }
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remove { lock (m_AgentCachedBakesLock) { m_AgentCachedBakesReply -= value; } }
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}
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/// <summary>The event subscribers. null if no subcribers</summary>
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private EventHandler<AppearanceSetEventArgs> m_AppearanceSet;
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/// <summary>Raises the AppearanceSet event</summary>
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/// <param name="e">An AppearanceSetEventArgs object indicating if the operatin was successfull</param>
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protected virtual void OnAppearanceSet(AppearanceSetEventArgs e)
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{
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EventHandler<AppearanceSetEventArgs> handler = m_AppearanceSet;
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if (handler != null)
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handler(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_AppearanceSetLock = new object();
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/// <summary>
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/// Raised when appearance data is sent to the simulator, also indicates
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/// the main appearance thread is finished.
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/// </summary>
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/// <seealso cref="RequestAgentSetAppearance"/> request.
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public event EventHandler<AppearanceSetEventArgs> AppearanceSet
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{
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add { lock (m_AppearanceSetLock) { m_AppearanceSet += value; } }
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remove { lock (m_AppearanceSetLock) { m_AppearanceSet -= value; } }
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}
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/// <summary>The event subscribers. null if no subcribers</summary>
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private EventHandler<RebakeAvatarTexturesEventArgs> m_RebakeAvatarReply;
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/// <summary>Raises the RebakeAvatarRequested event</summary>
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/// <param name="e">An RebakeAvatarTexturesEventArgs object containing the
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/// data returned from the data server</param>
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protected virtual void OnRebakeAvatar(RebakeAvatarTexturesEventArgs e)
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{
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EventHandler<RebakeAvatarTexturesEventArgs> handler = m_RebakeAvatarReply;
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if (handler != null)
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handler(this, e);
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}
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/// <summary>Thread sync lock object</summary>
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private readonly object m_RebakeAvatarLock = new object();
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/// <summary>
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/// Triggered when the simulator requests the agent rebake its appearance.
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/// </summary>
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/// <seealso cref="RebakeAvatarRequest"/>
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public event EventHandler<RebakeAvatarTexturesEventArgs> RebakeAvatarRequested
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{
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add { lock (m_RebakeAvatarLock) { m_RebakeAvatarReply += value; } }
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remove { lock (m_RebakeAvatarLock) { m_RebakeAvatarReply -= value; } }
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}
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#endregion
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#region Properties and public fields
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/// <summary>
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/// Returns true if AppearanceManager is busy and trying to set or change appearance will fail
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/// </summary>
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public bool ManagerBusy
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{
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get
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{
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return AppearanceThreadRunning != 0;
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}
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}
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/// <summary>Visual parameters last sent to the sim</summary>
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public byte[] MyVisualParameters = null;
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/// <summary>Textures about this client sent to the sim</summary>
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public Primitive.TextureEntry MyTextures = null;
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#endregion Properties
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#region Private Members
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/// <summary>A cache of wearables currently being worn</summary>
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private Dictionary<WearableType, WearableData> Wearables = new Dictionary<WearableType, WearableData>();
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/// <summary>A cache of textures currently being worn</summary>
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private TextureData[] Textures = new TextureData[(int)AvatarTextureIndex.NumberOfEntries];
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/// <summary>Incrementing serial number for AgentCachedTexture packets</summary>
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private int CacheCheckSerialNum = -1;
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/// <summary>Incrementing serial number for AgentSetAppearance packets</summary>
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private int SetAppearanceSerialNum = 0;
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/// <summary>Indicates if WearablesRequest succeeded</summary>
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private bool GotWearables = false;
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/// <summary>Indicates whether or not the appearance thread is currently
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/// running, to prevent multiple appearance threads from running
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/// simultaneously</summary>
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private int AppearanceThreadRunning = 0;
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/// <summary>Reference to our agent</summary>
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private GridClient Client;
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/// <summary>
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/// Timer used for delaying rebake on changing outfit
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/// </summary>
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private Timer RebakeScheduleTimer;
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/// <summary>
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/// Main appearance thread
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/// </summary>
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private Thread AppearanceThread;
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/// <summary>
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/// Is server baking complete. It needs doing only once
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/// </summary>
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private bool ServerBakingDone = false;
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#endregion Private Members
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="client">A reference to our agent</param>
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public AppearanceManager(GridClient client)
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{
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Client = client;
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Client.Network.RegisterCallback(PacketType.AgentWearablesUpdate, AgentWearablesUpdateHandler);
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Client.Network.RegisterCallback(PacketType.AgentCachedTextureResponse, AgentCachedTextureResponseHandler);
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Client.Network.RegisterCallback(PacketType.RebakeAvatarTextures, RebakeAvatarTexturesHandler);
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Client.Network.EventQueueRunning += Network_OnEventQueueRunning;
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Client.Network.Disconnected += Network_OnDisconnected;
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}
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#region Publics Methods
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/// <summary>
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/// Obsolete method for setting appearance. This function no longer does anything.
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/// Use RequestSetAppearance() to manually start the appearance thread
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/// </summary>
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[Obsolete("Appearance is now handled automatically")]
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public void SetPreviousAppearance()
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{
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}
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/// <summary>
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/// Obsolete method for setting appearance. This function no longer does anything.
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/// Use RequestSetAppearance() to manually start the appearance thread
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/// </summary>
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/// <param name="allowBake">Unused parameter</param>
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[Obsolete("Appearance is now handled automatically")]
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public void SetPreviousAppearance(bool allowBake)
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{
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}
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/// <summary>
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/// Starts the appearance setting thread
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/// </summary>
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public void RequestSetAppearance()
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{
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RequestSetAppearance(false);
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}
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/// <summary>
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/// Starts the appearance setting thread
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/// </summary>
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/// <param name="forceRebake">True to force rebaking, otherwise false</param>
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public void RequestSetAppearance(bool forceRebake)
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{
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if (Interlocked.CompareExchange(ref AppearanceThreadRunning, 1, 0) != 0)
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{
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Logger.Log("Appearance thread is already running, skipping", Helpers.LogLevel.Warning);
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return;
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}
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// If we have an active delayed scheduled appearance bake, we dispose of it
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if (RebakeScheduleTimer != null)
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{
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RebakeScheduleTimer.Dispose();
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RebakeScheduleTimer = null;
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}
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// This is the first time setting appearance, run through the entire sequence
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AppearanceThread = new Thread(
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delegate()
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{
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bool success = true;
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try
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{
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if (forceRebake)
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{
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// Set all of the baked textures to UUID.Zero to force rebaking
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for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
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Textures[(int)BakeTypeToAgentTextureIndex((BakeType)bakedIndex)].TextureID = UUID.Zero;
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}
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// Is this server side baking enabled sim
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if (ServerBakingRegion())
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{
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if (!GotWearables)
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{
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// Fetch a list of the current agent wearables
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if (GetAgentWearables())
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{
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GotWearables = true;
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}
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}
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if (!ServerBakingDone || forceRebake)
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{
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if (UpdateAvatarAppearance())
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|
{
|
|
ServerBakingDone = true;
|
|
}
|
|
else
|
|
{
|
|
success = false;
|
|
}
|
|
}
|
|
}
|
|
else // Classic client side baking
|
|
{
|
|
if (!GotWearables)
|
|
{
|
|
// Fetch a list of the current agent wearables
|
|
if (!GetAgentWearables())
|
|
{
|
|
Logger.Log("Failed to retrieve a list of current agent wearables, appearance cannot be set",
|
|
Helpers.LogLevel.Error, Client);
|
|
throw new Exception("Failed to retrieve a list of current agent wearables, appearance cannot be set");
|
|
}
|
|
GotWearables = true;
|
|
}
|
|
|
|
// If we get back to server side backing region re-request server bake
|
|
ServerBakingDone = false;
|
|
|
|
// Download and parse all of the agent wearables
|
|
if (!DownloadWearables())
|
|
{
|
|
success = false;
|
|
Logger.Log("One or more agent wearables failed to download, appearance will be incomplete",
|
|
Helpers.LogLevel.Warning, Client);
|
|
}
|
|
|
|
// If this is the first time setting appearance and we're not forcing rebakes, check the server
|
|
// for cached bakes
|
|
if (SetAppearanceSerialNum == 0 && !forceRebake)
|
|
{
|
|
// Compute hashes for each bake layer and compare against what the simulator currently has
|
|
if (!GetCachedBakes())
|
|
{
|
|
Logger.Log("Failed to get a list of cached bakes from the simulator, appearance will be rebaked",
|
|
Helpers.LogLevel.Warning, Client);
|
|
}
|
|
}
|
|
|
|
// Download textures, compute bakes, and upload for any cache misses
|
|
if (!CreateBakes())
|
|
{
|
|
success = false;
|
|
Logger.Log("Failed to create or upload one or more bakes, appearance will be incomplete",
|
|
Helpers.LogLevel.Warning, Client);
|
|
}
|
|
|
|
// Send the appearance packet
|
|
RequestAgentSetAppearance();
|
|
}
|
|
}
|
|
catch (Exception)
|
|
{
|
|
success = false;
|
|
}
|
|
finally
|
|
{
|
|
AppearanceThreadRunning = 0;
|
|
|
|
OnAppearanceSet(new AppearanceSetEventArgs(success));
|
|
}
|
|
}
|
|
);
|
|
AppearanceThread.Name = "Appearance";
|
|
AppearanceThread.IsBackground = true;
|
|
AppearanceThread.Start();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if current region supports server side baking
|
|
/// </summary>
|
|
/// <returns>True if server side baking support is detected</returns>
|
|
public bool ServerBakingRegion()
|
|
{
|
|
return Client.Network.CurrentSim != null &&
|
|
((Client.Network.CurrentSim.Protocols & RegionProtocols.AgentAppearanceService) != 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ask the server what textures our agent is currently wearing
|
|
/// </summary>
|
|
public void RequestAgentWearables()
|
|
{
|
|
AgentWearablesRequestPacket request = new AgentWearablesRequestPacket();
|
|
request.AgentData.AgentID = Client.Self.AgentID;
|
|
request.AgentData.SessionID = Client.Self.SessionID;
|
|
|
|
Client.Network.SendPacket(request);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build hashes out of the texture assetIDs for each baking layer to
|
|
/// ask the simulator whether it has cached copies of each baked texture
|
|
/// </summary>
|
|
public void RequestCachedBakes()
|
|
{
|
|
List<AgentCachedTexturePacket.WearableDataBlock> hashes = new List<AgentCachedTexturePacket.WearableDataBlock>();
|
|
|
|
// Build hashes for each of the bake layers from the individual components
|
|
lock (Wearables)
|
|
{
|
|
for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
|
|
{
|
|
// Don't do a cache request for a skirt bake if we're not wearing a skirt
|
|
if (bakedIndex == (int)BakeType.Skirt && !Wearables.ContainsKey(WearableType.Skirt))
|
|
continue;
|
|
|
|
// Build a hash of all the texture asset IDs in this baking layer
|
|
UUID hash = UUID.Zero;
|
|
for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
|
|
{
|
|
WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
|
|
|
|
WearableData wearable;
|
|
if (type != WearableType.Invalid && Wearables.TryGetValue(type, out wearable))
|
|
hash ^= wearable.AssetID;
|
|
}
|
|
|
|
if (hash != UUID.Zero)
|
|
{
|
|
// Hash with our secret value for this baked layer
|
|
hash ^= BAKED_TEXTURE_HASH[bakedIndex];
|
|
|
|
// Add this to the list of hashes to send out
|
|
AgentCachedTexturePacket.WearableDataBlock block = new AgentCachedTexturePacket.WearableDataBlock();
|
|
block.ID = hash;
|
|
block.TextureIndex = (byte)bakedIndex;
|
|
hashes.Add(block);
|
|
|
|
Logger.DebugLog("Checking cache for " + (BakeType)block.TextureIndex + ", hash=" + block.ID, Client);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Only send the packet out if there's something to check
|
|
if (hashes.Count > 0)
|
|
{
|
|
AgentCachedTexturePacket cache = new AgentCachedTexturePacket();
|
|
cache.AgentData.AgentID = Client.Self.AgentID;
|
|
cache.AgentData.SessionID = Client.Self.SessionID;
|
|
cache.AgentData.SerialNum = Interlocked.Increment(ref CacheCheckSerialNum);
|
|
|
|
cache.WearableData = hashes.ToArray();
|
|
|
|
Client.Network.SendPacket(cache);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the AssetID of the asset that is currently being worn in a
|
|
/// given WearableType slot
|
|
/// </summary>
|
|
/// <param name="type">WearableType slot to get the AssetID for</param>
|
|
/// <returns>The UUID of the asset being worn in the given slot, or
|
|
/// UUID.Zero if no wearable is attached to the given slot or wearables
|
|
/// have not been downloaded yet</returns>
|
|
public UUID GetWearableAsset(WearableType type)
|
|
{
|
|
WearableData wearable;
|
|
|
|
if (Wearables.TryGetValue(type, out wearable))
|
|
return wearable.AssetID;
|
|
else
|
|
return UUID.Zero;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a wearable to the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItem">Wearable to be added to the outfit</param>
|
|
public void AddToOutfit(InventoryItem wearableItem)
|
|
{
|
|
List<InventoryItem> wearableItems = new List<InventoryItem> { wearableItem };
|
|
AddToOutfit(wearableItems);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a wearable to the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItem">Wearable to be added to the outfit</param>
|
|
/// <param name="replace">Should existing item on the same point or of the same type be replaced</param>
|
|
public void AddToOutfit(InventoryItem wearableItem, bool replace)
|
|
{
|
|
List<InventoryItem> wearableItems = new List<InventoryItem> { wearableItem };
|
|
AddToOutfit(wearableItems, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a list of wearables to the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItems">List of wearable inventory items to
|
|
/// be added to the outfit</param>
|
|
/// <param name="replace">Should existing item on the same point or of the same type be replaced</param>
|
|
public void AddToOutfit(List<InventoryItem> wearableItems)
|
|
{
|
|
AddToOutfit(wearableItems, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a list of wearables to the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItems">List of wearable inventory items to
|
|
/// be added to the outfit</param>
|
|
/// <param name="replace">Should existing item on the same point or of the same type be replaced</param>
|
|
public void AddToOutfit(List<InventoryItem> wearableItems, bool replace)
|
|
{
|
|
List<InventoryWearable> wearables = new List<InventoryWearable>();
|
|
List<InventoryItem> attachments = new List<InventoryItem>();
|
|
|
|
for (int i = 0; i < wearableItems.Count; i++)
|
|
{
|
|
InventoryItem item = wearableItems[i];
|
|
|
|
if (item is InventoryWearable)
|
|
wearables.Add((InventoryWearable)item);
|
|
else if (item is InventoryAttachment || item is InventoryObject)
|
|
attachments.Add(item);
|
|
}
|
|
|
|
lock (Wearables)
|
|
{
|
|
// Add the given wearables to the wearables collection
|
|
for (int i = 0; i < wearables.Count; i++)
|
|
{
|
|
InventoryWearable wearableItem = wearables[i];
|
|
|
|
WearableData wd = new WearableData();
|
|
wd.AssetID = wearableItem.AssetUUID;
|
|
wd.AssetType = wearableItem.AssetType;
|
|
wd.ItemID = wearableItem.UUID;
|
|
wd.WearableType = wearableItem.WearableType;
|
|
|
|
Wearables[wearableItem.WearableType] = wd;
|
|
}
|
|
}
|
|
|
|
if (attachments.Count > 0)
|
|
{
|
|
AddAttachments(attachments, false, replace);
|
|
}
|
|
|
|
if (wearables.Count > 0)
|
|
{
|
|
SendAgentIsNowWearing();
|
|
DelayedRequestSetAppearance();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove a wearable from the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItem">Wearable to be removed from the outfit</param>
|
|
public void RemoveFromOutfit(InventoryItem wearableItem)
|
|
{
|
|
List<InventoryItem> wearableItems = new List<InventoryItem>();
|
|
wearableItems.Add(wearableItem);
|
|
RemoveFromOutfit(wearableItems);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Removes a list of wearables from the current outfit and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItems">List of wearable inventory items to
|
|
/// be removed from the outfit</param>
|
|
public void RemoveFromOutfit(List<InventoryItem> wearableItems)
|
|
{
|
|
List<InventoryWearable> wearables = new List<InventoryWearable>();
|
|
List<InventoryItem> attachments = new List<InventoryItem>();
|
|
|
|
for (int i = 0; i < wearableItems.Count; i++)
|
|
{
|
|
InventoryItem item = wearableItems[i];
|
|
|
|
if (item is InventoryWearable)
|
|
wearables.Add((InventoryWearable)item);
|
|
else if (item is InventoryAttachment || item is InventoryObject)
|
|
attachments.Add(item);
|
|
}
|
|
|
|
bool needSetAppearance = false;
|
|
lock (Wearables)
|
|
{
|
|
// Remove the given wearables from the wearables collection
|
|
for (int i = 0; i < wearables.Count; i++)
|
|
{
|
|
InventoryWearable wearableItem = wearables[i];
|
|
if (wearables[i].AssetType != AssetType.Bodypart // Remove if it's not a body part
|
|
&& Wearables.ContainsKey(wearableItem.WearableType) // And we have that wearabe type
|
|
&& Wearables[wearableItem.WearableType].ItemID == wearableItem.UUID // And we are wearing it
|
|
)
|
|
{
|
|
Wearables.Remove(wearableItem.WearableType);
|
|
needSetAppearance = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < attachments.Count; i++)
|
|
{
|
|
Detach(attachments[i].UUID);
|
|
}
|
|
|
|
if (needSetAppearance)
|
|
{
|
|
SendAgentIsNowWearing();
|
|
DelayedRequestSetAppearance();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replace the current outfit with a list of wearables and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItems">List of wearable inventory items that
|
|
/// define a new outfit</param>
|
|
public void ReplaceOutfit(List<InventoryItem> wearableItems)
|
|
{
|
|
ReplaceOutfit(wearableItems, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replace the current outfit with a list of wearables and set appearance
|
|
/// </summary>
|
|
/// <param name="wearableItems">List of wearable inventory items that
|
|
/// define a new outfit</param>
|
|
/// <param name="safe">Check if we have all body parts, set this to false only
|
|
/// if you know what you're doing</param>
|
|
public void ReplaceOutfit(List<InventoryItem> wearableItems, bool safe)
|
|
{
|
|
List<InventoryWearable> wearables = new List<InventoryWearable>();
|
|
List<InventoryItem> attachments = new List<InventoryItem>();
|
|
|
|
for (int i = 0; i < wearableItems.Count; i++)
|
|
{
|
|
InventoryItem item = wearableItems[i];
|
|
|
|
if (item is InventoryWearable)
|
|
wearables.Add((InventoryWearable)item);
|
|
else if (item is InventoryAttachment || item is InventoryObject)
|
|
attachments.Add(item);
|
|
}
|
|
|
|
if (safe)
|
|
{
|
|
// If we don't already have a the current agent wearables downloaded, updating to a
|
|
// new set of wearables that doesn't have all of the bodyparts can leave the avatar
|
|
// in an inconsistent state. If any bodypart entries are empty, we need to fetch the
|
|
// current wearables first
|
|
bool needsCurrentWearables = false;
|
|
lock (Wearables)
|
|
{
|
|
for (int i = 0; i < WEARABLE_COUNT; i++)
|
|
{
|
|
WearableType wearableType = (WearableType)i;
|
|
if (WearableTypeToAssetType(wearableType) == AssetType.Bodypart && !Wearables.ContainsKey(wearableType))
|
|
{
|
|
needsCurrentWearables = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (needsCurrentWearables && !GetAgentWearables())
|
|
{
|
|
Logger.Log("Failed to fetch the current agent wearables, cannot safely replace outfit",
|
|
Helpers.LogLevel.Error);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Replace our local Wearables collection, send the packet(s) to update our
|
|
// attachments, tell sim what we are wearing now, and start the baking process
|
|
if (!safe)
|
|
{
|
|
SetAppearanceSerialNum++;
|
|
}
|
|
ReplaceOutfit(wearables);
|
|
AddAttachments(attachments, true, false);
|
|
SendAgentIsNowWearing();
|
|
DelayedRequestSetAppearance();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if an inventory item is currently being worn
|
|
/// </summary>
|
|
/// <param name="item">The inventory item to check against the agent
|
|
/// wearables</param>
|
|
/// <returns>The WearableType slot that the item is being worn in,
|
|
/// or WearbleType.Invalid if it is not currently being worn</returns>
|
|
public WearableType IsItemWorn(InventoryItem item)
|
|
{
|
|
lock (Wearables)
|
|
{
|
|
foreach (KeyValuePair<WearableType, WearableData> entry in Wearables)
|
|
{
|
|
if (entry.Value.ItemID == item.UUID)
|
|
return entry.Key;
|
|
}
|
|
}
|
|
|
|
return WearableType.Invalid;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a copy of the agents currently worn wearables
|
|
/// </summary>
|
|
/// <returns>A copy of the agents currently worn wearables</returns>
|
|
/// <remarks>Avoid calling this function multiple times as it will make
|
|
/// a copy of all of the wearable data each time</remarks>
|
|
public Dictionary<WearableType, WearableData> GetWearables()
|
|
{
|
|
lock (Wearables)
|
|
return new Dictionary<WearableType, WearableData>(Wearables);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calls either <seealso cref="ReplaceOutfit"/> or
|
|
/// <seealso cref="AddToOutfit"/> depending on the value of
|
|
/// replaceItems
|
|
/// </summary>
|
|
/// <param name="wearables">List of wearable inventory items to add
|
|
/// to the outfit or become a new outfit</param>
|
|
/// <param name="replaceItems">True to replace existing items with the
|
|
/// new list of items, false to add these items to the existing outfit</param>
|
|
public void WearOutfit(List<InventoryBase> wearables, bool replaceItems)
|
|
{
|
|
List<InventoryItem> wearableItems = new List<InventoryItem>(wearables.Count);
|
|
for (int i = 0; i < wearables.Count; i++)
|
|
{
|
|
if (wearables[i] is InventoryItem)
|
|
wearableItems.Add((InventoryItem)wearables[i]);
|
|
}
|
|
|
|
if (replaceItems)
|
|
ReplaceOutfit(wearableItems);
|
|
else
|
|
AddToOutfit(wearableItems);
|
|
}
|
|
|
|
#endregion Publics Methods
|
|
|
|
#region Attachments
|
|
|
|
/// <summary>
|
|
/// Adds a list of attachments to our agent
|
|
/// </summary>
|
|
/// <param name="attachments">A List containing the attachments to add</param>
|
|
/// <param name="removeExistingFirst">If true, tells simulator to remove existing attachment
|
|
/// first</param>
|
|
public void AddAttachments(List<InventoryItem> attachments, bool removeExistingFirst)
|
|
{
|
|
AddAttachments(attachments, removeExistingFirst, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a list of attachments to our agent
|
|
/// </summary>
|
|
/// <param name="attachments">A List containing the attachments to add</param>
|
|
/// <param name="removeExistingFirst">If true, tells simulator to remove existing attachment
|
|
/// <param name="replace">If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)</param>
|
|
/// first</param>
|
|
public void AddAttachments(List<InventoryItem> attachments, bool removeExistingFirst, bool replace)
|
|
{
|
|
// Use RezMultipleAttachmentsFromInv to clear out current attachments, and attach new ones
|
|
RezMultipleAttachmentsFromInvPacket attachmentsPacket = new RezMultipleAttachmentsFromInvPacket();
|
|
attachmentsPacket.AgentData.AgentID = Client.Self.AgentID;
|
|
attachmentsPacket.AgentData.SessionID = Client.Self.SessionID;
|
|
|
|
attachmentsPacket.HeaderData.CompoundMsgID = UUID.Random();
|
|
attachmentsPacket.HeaderData.FirstDetachAll = removeExistingFirst;
|
|
attachmentsPacket.HeaderData.TotalObjects = (byte)attachments.Count;
|
|
|
|
attachmentsPacket.ObjectData = new RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[attachments.Count];
|
|
for (int i = 0; i < attachments.Count; i++)
|
|
{
|
|
if (attachments[i] is InventoryAttachment)
|
|
{
|
|
InventoryAttachment attachment = (InventoryAttachment)attachments[i];
|
|
attachmentsPacket.ObjectData[i] = new RezMultipleAttachmentsFromInvPacket.ObjectDataBlock();
|
|
attachmentsPacket.ObjectData[i].AttachmentPt = replace ? (byte)attachment.AttachmentPoint : (byte)(ATTACHMENT_ADD | (byte)attachment.AttachmentPoint);
|
|
attachmentsPacket.ObjectData[i].EveryoneMask = (uint)attachment.Permissions.EveryoneMask;
|
|
attachmentsPacket.ObjectData[i].GroupMask = (uint)attachment.Permissions.GroupMask;
|
|
attachmentsPacket.ObjectData[i].ItemFlags = (uint)attachment.Flags;
|
|
attachmentsPacket.ObjectData[i].ItemID = attachment.UUID;
|
|
attachmentsPacket.ObjectData[i].Name = Utils.StringToBytes(attachment.Name);
|
|
attachmentsPacket.ObjectData[i].Description = Utils.StringToBytes(attachment.Description);
|
|
attachmentsPacket.ObjectData[i].NextOwnerMask = (uint)attachment.Permissions.NextOwnerMask;
|
|
attachmentsPacket.ObjectData[i].OwnerID = attachment.OwnerID;
|
|
}
|
|
else if (attachments[i] is InventoryObject)
|
|
{
|
|
InventoryObject attachment = (InventoryObject)attachments[i];
|
|
attachmentsPacket.ObjectData[i] = new RezMultipleAttachmentsFromInvPacket.ObjectDataBlock();
|
|
attachmentsPacket.ObjectData[i].AttachmentPt = replace ? (byte)0 : ATTACHMENT_ADD;
|
|
attachmentsPacket.ObjectData[i].EveryoneMask = (uint)attachment.Permissions.EveryoneMask;
|
|
attachmentsPacket.ObjectData[i].GroupMask = (uint)attachment.Permissions.GroupMask;
|
|
attachmentsPacket.ObjectData[i].ItemFlags = (uint)attachment.Flags;
|
|
attachmentsPacket.ObjectData[i].ItemID = attachment.UUID;
|
|
attachmentsPacket.ObjectData[i].Name = Utils.StringToBytes(attachment.Name);
|
|
attachmentsPacket.ObjectData[i].Description = Utils.StringToBytes(attachment.Description);
|
|
attachmentsPacket.ObjectData[i].NextOwnerMask = (uint)attachment.Permissions.NextOwnerMask;
|
|
attachmentsPacket.ObjectData[i].OwnerID = attachment.OwnerID;
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("Cannot attach inventory item " + attachments[i].Name, Helpers.LogLevel.Warning, Client);
|
|
}
|
|
}
|
|
|
|
Client.Network.SendPacket(attachmentsPacket);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach an item to our agent at a specific attach point
|
|
/// </summary>
|
|
/// <param name="item">A <seealso cref="OpenMetaverse.InventoryItem"/> to attach</param>
|
|
/// <param name="attachPoint">the <seealso cref="OpenMetaverse.AttachmentPoint"/> on the avatar
|
|
/// to attach the item to</param>
|
|
public void Attach(InventoryItem item, AttachmentPoint attachPoint)
|
|
{
|
|
Attach(item, attachPoint, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach an item to our agent at a specific attach point
|
|
/// </summary>
|
|
/// <param name="item">A <seealso cref="OpenMetaverse.InventoryItem"/> to attach</param>
|
|
/// <param name="attachPoint">the <seealso cref="OpenMetaverse.AttachmentPoint"/> on the avatar
|
|
/// <param name="replace">If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)</param>
|
|
/// to attach the item to</param>
|
|
public void Attach(InventoryItem item, AttachmentPoint attachPoint, bool replace)
|
|
{
|
|
Attach(item.UUID, item.OwnerID, item.Name, item.Description, item.Permissions, item.Flags,
|
|
attachPoint, replace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach an item to our agent specifying attachment details
|
|
/// </summary>
|
|
/// <param name="itemID">The <seealso cref="OpenMetaverse.UUID"/> of the item to attach</param>
|
|
/// <param name="ownerID">The <seealso cref="OpenMetaverse.UUID"/> attachments owner</param>
|
|
/// <param name="name">The name of the attachment</param>
|
|
/// <param name="description">The description of the attahment</param>
|
|
/// <param name="perms">The <seealso cref="OpenMetaverse.Permissions"/> to apply when attached</param>
|
|
/// <param name="itemFlags">The <seealso cref="OpenMetaverse.InventoryItemFlags"/> of the attachment</param>
|
|
/// <param name="attachPoint">The <seealso cref="OpenMetaverse.AttachmentPoint"/> on the agent
|
|
/// to attach the item to</param>
|
|
public void Attach(UUID itemID, UUID ownerID, string name, string description,
|
|
Permissions perms, uint itemFlags, AttachmentPoint attachPoint)
|
|
{
|
|
Attach(itemID, ownerID, name, description, perms, itemFlags, attachPoint, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach an item to our agent specifying attachment details
|
|
/// </summary>
|
|
/// <param name="itemID">The <seealso cref="OpenMetaverse.UUID"/> of the item to attach</param>
|
|
/// <param name="ownerID">The <seealso cref="OpenMetaverse.UUID"/> attachments owner</param>
|
|
/// <param name="name">The name of the attachment</param>
|
|
/// <param name="description">The description of the attahment</param>
|
|
/// <param name="perms">The <seealso cref="OpenMetaverse.Permissions"/> to apply when attached</param>
|
|
/// <param name="itemFlags">The <seealso cref="OpenMetaverse.InventoryItemFlags"/> of the attachment</param>
|
|
/// <param name="attachPoint">The <seealso cref="OpenMetaverse.AttachmentPoint"/> on the agent
|
|
/// <param name="replace">If true replace existing attachment on this attachment point, otherwise add to it (multi-attachments)</param>
|
|
/// to attach the item to</param>
|
|
public void Attach(UUID itemID, UUID ownerID, string name, string description,
|
|
Permissions perms, uint itemFlags, AttachmentPoint attachPoint, bool replace)
|
|
{
|
|
// TODO: At some point it might be beneficial to have AppearanceManager track what we
|
|
// are currently wearing for attachments to make enumeration and detachment easier
|
|
RezSingleAttachmentFromInvPacket attach = new RezSingleAttachmentFromInvPacket();
|
|
|
|
attach.AgentData.AgentID = Client.Self.AgentID;
|
|
attach.AgentData.SessionID = Client.Self.SessionID;
|
|
|
|
attach.ObjectData.AttachmentPt = replace ? (byte)attachPoint : (byte)(ATTACHMENT_ADD | (byte)attachPoint);
|
|
attach.ObjectData.Description = Utils.StringToBytes(description);
|
|
attach.ObjectData.EveryoneMask = (uint)perms.EveryoneMask;
|
|
attach.ObjectData.GroupMask = (uint)perms.GroupMask;
|
|
attach.ObjectData.ItemFlags = itemFlags;
|
|
attach.ObjectData.ItemID = itemID;
|
|
attach.ObjectData.Name = Utils.StringToBytes(name);
|
|
attach.ObjectData.NextOwnerMask = (uint)perms.NextOwnerMask;
|
|
attach.ObjectData.OwnerID = ownerID;
|
|
|
|
Client.Network.SendPacket(attach);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detach an item from our agent using an <seealso cref="OpenMetaverse.InventoryItem"/> object
|
|
/// </summary>
|
|
/// <param name="item">An <seealso cref="OpenMetaverse.InventoryItem"/> object</param>
|
|
public void Detach(InventoryItem item)
|
|
{
|
|
Detach(item.UUID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Detach an item from our agent
|
|
/// </summary>
|
|
/// <param name="itemID">The inventory itemID of the item to detach</param>
|
|
public void Detach(UUID itemID)
|
|
{
|
|
DetachAttachmentIntoInvPacket detach = new DetachAttachmentIntoInvPacket();
|
|
detach.ObjectData.AgentID = Client.Self.AgentID;
|
|
detach.ObjectData.ItemID = itemID;
|
|
|
|
Client.Network.SendPacket(detach);
|
|
}
|
|
|
|
#endregion Attachments
|
|
|
|
#region Appearance Helpers
|
|
|
|
/// <summary>
|
|
/// Inform the sim which wearables are part of our current outfit
|
|
/// </summary>
|
|
private void SendAgentIsNowWearing()
|
|
{
|
|
AgentIsNowWearingPacket wearing = new AgentIsNowWearingPacket();
|
|
wearing.AgentData.AgentID = Client.Self.AgentID;
|
|
wearing.AgentData.SessionID = Client.Self.SessionID;
|
|
wearing.WearableData = new AgentIsNowWearingPacket.WearableDataBlock[WEARABLE_COUNT];
|
|
|
|
lock (Wearables)
|
|
{
|
|
for (int i = 0; i < WEARABLE_COUNT; i++)
|
|
{
|
|
WearableType type = (WearableType)i;
|
|
wearing.WearableData[i] = new AgentIsNowWearingPacket.WearableDataBlock();
|
|
wearing.WearableData[i].WearableType = (byte)i;
|
|
|
|
if (Wearables.ContainsKey(type))
|
|
wearing.WearableData[i].ItemID = Wearables[type].ItemID;
|
|
else
|
|
wearing.WearableData[i].ItemID = UUID.Zero;
|
|
}
|
|
}
|
|
|
|
Client.Network.SendPacket(wearing);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replaces the Wearables collection with a list of new wearable items
|
|
/// </summary>
|
|
/// <param name="wearableItems">Wearable items to replace the Wearables collection with</param>
|
|
private void ReplaceOutfit(List<InventoryWearable> wearableItems)
|
|
{
|
|
Dictionary<WearableType, WearableData> newWearables = new Dictionary<WearableType, WearableData>();
|
|
|
|
lock (Wearables)
|
|
{
|
|
// Preserve body parts from the previous set of wearables. They may be overwritten,
|
|
// but cannot be missing in the new set
|
|
foreach (KeyValuePair<WearableType, WearableData> entry in Wearables)
|
|
{
|
|
if (entry.Value.AssetType == AssetType.Bodypart)
|
|
newWearables[entry.Key] = entry.Value;
|
|
}
|
|
|
|
// Add the given wearables to the new wearables collection
|
|
for (int i = 0; i < wearableItems.Count; i++)
|
|
{
|
|
InventoryWearable wearableItem = wearableItems[i];
|
|
|
|
WearableData wd = new WearableData();
|
|
wd.AssetID = wearableItem.AssetUUID;
|
|
wd.AssetType = wearableItem.AssetType;
|
|
wd.ItemID = wearableItem.UUID;
|
|
wd.WearableType = wearableItem.WearableType;
|
|
|
|
newWearables[wearableItem.WearableType] = wd;
|
|
}
|
|
|
|
// Replace the Wearables collection
|
|
Wearables = newWearables;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates base color/tint for a specific wearable
|
|
/// based on its params
|
|
/// </summary>
|
|
/// <param name="param">All the color info gathered from wearable's VisualParams
|
|
/// passed as list of ColorParamInfo tuples</param>
|
|
/// <returns>Base color/tint for the wearable</returns>
|
|
private Color4 GetColorFromParams(List<ColorParamInfo> param)
|
|
{
|
|
// Start off with a blank slate, black, fully transparent
|
|
Color4 res = new Color4(0, 0, 0, 0);
|
|
|
|
// Apply color modification from each color parameter
|
|
foreach (ColorParamInfo p in param)
|
|
{
|
|
int n = p.VisualColorParam.Colors.Length;
|
|
|
|
Color4 paramColor = new Color4(0, 0, 0, 0);
|
|
|
|
if (n == 1)
|
|
{
|
|
// We got only one color in this param, use it for application
|
|
// to the final color
|
|
paramColor = p.VisualColorParam.Colors[0];
|
|
}
|
|
else if (n > 1)
|
|
{
|
|
// We have an array of colors in this parameter
|
|
// First, we need to find out, based on param value
|
|
// between which two elements of the array our value lands
|
|
|
|
// Size of the step using which we iterate from Min to Max
|
|
float step = (p.VisualParam.MaxValue - p.VisualParam.MinValue) / ((float)n - 1);
|
|
|
|
// Our color should land inbetween colors in the array with index a and b
|
|
int indexa = 0;
|
|
int indexb = 0;
|
|
|
|
int i = 0;
|
|
|
|
for (float a = p.VisualParam.MinValue; a <= p.VisualParam.MaxValue; a += step)
|
|
{
|
|
if (a <= p.Value)
|
|
{
|
|
indexa = i;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
// Sanity check that we don't go outside bounds of the array
|
|
if (indexa > n - 1)
|
|
indexa = n - 1;
|
|
|
|
indexb = (indexa == n - 1) ? indexa : indexa + 1;
|
|
|
|
// How far is our value from Index A on the
|
|
// line from Index A to Index B
|
|
float distance = p.Value - (float)indexa * step;
|
|
|
|
// We are at Index A (allowing for some floating point math fuzz),
|
|
// use the color on that index
|
|
if (distance < 0.00001f || indexa == indexb)
|
|
{
|
|
paramColor = p.VisualColorParam.Colors[indexa];
|
|
}
|
|
else
|
|
{
|
|
// Not so simple as being precisely on the index eh? No problem.
|
|
// We take the two colors that our param value places us between
|
|
// and then find the value for each ARGB element that is
|
|
// somewhere on the line between color1 and color2 at some
|
|
// distance from the first color
|
|
Color4 c1 = paramColor = p.VisualColorParam.Colors[indexa];
|
|
Color4 c2 = paramColor = p.VisualColorParam.Colors[indexb];
|
|
|
|
// Distance is some fraction of the step, use that fraction
|
|
// to find the value in the range from color1 to color2
|
|
paramColor = Color4.Lerp(c1, c2, distance / step);
|
|
}
|
|
|
|
// Please leave this fragment even if its commented out
|
|
// might prove useful should ($deity forbid) there be bugs in this code
|
|
//string carray = "";
|
|
//foreach (Color c in p.VisualColorParam.Colors)
|
|
//{
|
|
// carray += c.ToString() + " - ";
|
|
//}
|
|
//Logger.DebugLog("Calculating color for " + p.WearableType + " from " + p.VisualParam.Name + ", value is " + p.Value + " in range " + p.VisualParam.MinValue + " - " + p.VisualParam.MaxValue + " step " + step + " with " + n + " elements " + carray + " A: " + indexa + " B: " + indexb + " at distance " + distance);
|
|
}
|
|
|
|
// Now that we have calculated color from the scale of colors
|
|
// that visual params provided, lets apply it to the result
|
|
switch (p.VisualColorParam.Operation)
|
|
{
|
|
case VisualColorOperation.Add:
|
|
res += paramColor;
|
|
break;
|
|
case VisualColorOperation.Multiply:
|
|
res *= paramColor;
|
|
break;
|
|
case VisualColorOperation.Blend:
|
|
res = Color4.Lerp(res, paramColor, p.Value);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to populate the Wearables dictionary
|
|
/// </summary>
|
|
/// <returns>True on success, otherwise false</returns>
|
|
bool GetAgentWearables()
|
|
{
|
|
AutoResetEvent wearablesEvent = new AutoResetEvent(false);
|
|
EventHandler<AgentWearablesReplyEventArgs> wearablesCallback = ((s, e) => wearablesEvent.Set());
|
|
|
|
AgentWearablesReply += wearablesCallback;
|
|
|
|
RequestAgentWearables();
|
|
|
|
bool success = wearablesEvent.WaitOne(WEARABLE_TIMEOUT, false);
|
|
|
|
AgentWearablesReply -= wearablesCallback;
|
|
|
|
return success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to populate the Textures array with cached bakes
|
|
/// </summary>
|
|
/// <returns>True on success, otherwise false</returns>
|
|
bool GetCachedBakes()
|
|
{
|
|
AutoResetEvent cacheCheckEvent = new AutoResetEvent(false);
|
|
EventHandler<AgentCachedBakesReplyEventArgs> cacheCallback = (sender, e) => cacheCheckEvent.Set();
|
|
|
|
CachedBakesReply += cacheCallback;
|
|
|
|
RequestCachedBakes();
|
|
|
|
bool success = cacheCheckEvent.WaitOne(WEARABLE_TIMEOUT, false);
|
|
|
|
CachedBakesReply -= cacheCallback;
|
|
|
|
return success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Populates textures and visual params from a decoded asset
|
|
/// </summary>
|
|
/// <param name="wearable">Wearable to decode</param>
|
|
private void DecodeWearableParams(WearableData wearable)
|
|
{
|
|
Dictionary<VisualAlphaParam, float> alphaMasks = new Dictionary<VisualAlphaParam, float>();
|
|
List<ColorParamInfo> colorParams = new List<ColorParamInfo>();
|
|
|
|
// Populate collection of alpha masks from visual params
|
|
// also add color tinting information
|
|
foreach (KeyValuePair<int, float> kvp in wearable.Asset.Params)
|
|
{
|
|
if (!VisualParams.Params.ContainsKey(kvp.Key)) continue;
|
|
|
|
VisualParam p = VisualParams.Params[kvp.Key];
|
|
|
|
ColorParamInfo colorInfo = new ColorParamInfo();
|
|
colorInfo.WearableType = wearable.WearableType;
|
|
colorInfo.VisualParam = p;
|
|
colorInfo.Value = kvp.Value;
|
|
|
|
// Color params
|
|
if (p.ColorParams.HasValue)
|
|
{
|
|
colorInfo.VisualColorParam = p.ColorParams.Value;
|
|
|
|
// If this is not skin, just add params directly
|
|
if (wearable.WearableType != WearableType.Skin)
|
|
{
|
|
colorParams.Add(colorInfo);
|
|
}
|
|
else
|
|
{
|
|
// For skin we skip makeup params for now and use only the 3
|
|
// that are used to determine base skin tone
|
|
// Param 108 - Rainbow Color
|
|
// Param 110 - Red Skin (Ruddiness)
|
|
// Param 111 - Pigment
|
|
if (kvp.Key == 108 || kvp.Key == 110 || kvp.Key == 111)
|
|
{
|
|
colorParams.Add(colorInfo);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add alpha mask
|
|
if (p.AlphaParams.HasValue && p.AlphaParams.Value.TGAFile != string.Empty && !p.IsBumpAttribute && !alphaMasks.ContainsKey(p.AlphaParams.Value))
|
|
{
|
|
alphaMasks.Add(p.AlphaParams.Value, kvp.Value);
|
|
}
|
|
|
|
// Alhpa masks can also be specified in sub "driver" params
|
|
if (p.Drivers != null)
|
|
{
|
|
for (int i = 0; i < p.Drivers.Length; i++)
|
|
{
|
|
if (VisualParams.Params.ContainsKey(p.Drivers[i]))
|
|
{
|
|
VisualParam driver = VisualParams.Params[p.Drivers[i]];
|
|
if (driver.AlphaParams.HasValue && driver.AlphaParams.Value.TGAFile != string.Empty && !driver.IsBumpAttribute && !alphaMasks.ContainsKey(driver.AlphaParams.Value))
|
|
{
|
|
alphaMasks.Add(driver.AlphaParams.Value, kvp.Value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Color4 wearableColor = Color4.White; // Never actually used
|
|
if (colorParams.Count > 0)
|
|
{
|
|
wearableColor = GetColorFromParams(colorParams);
|
|
Logger.DebugLog("Setting tint " + wearableColor + " for " + wearable.WearableType);
|
|
}
|
|
|
|
// Loop through all of the texture IDs in this decoded asset and put them in our cache of worn textures
|
|
foreach (KeyValuePair<AvatarTextureIndex, UUID> entry in wearable.Asset.Textures)
|
|
{
|
|
int i = (int)entry.Key;
|
|
|
|
// Update information about color and alpha masks for this texture
|
|
Textures[i].AlphaMasks = alphaMasks;
|
|
Textures[i].Color = wearableColor;
|
|
|
|
// If this texture changed, update the TextureID and clear out the old cached texture asset
|
|
if (Textures[i].TextureID != entry.Value)
|
|
{
|
|
// Treat DEFAULT_AVATAR_TEXTURE as null
|
|
if (entry.Value != DEFAULT_AVATAR_TEXTURE)
|
|
Textures[i].TextureID = entry.Value;
|
|
else
|
|
Textures[i].TextureID = UUID.Zero;
|
|
Logger.DebugLog("Set " + entry.Key + " to " + Textures[i].TextureID, Client);
|
|
|
|
Textures[i].Texture = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to download and parse currently worn wearable assets
|
|
/// </summary>
|
|
/// <returns>True on success, otherwise false</returns>
|
|
private bool DownloadWearables()
|
|
{
|
|
bool success = true;
|
|
|
|
// Make a copy of the wearables dictionary to enumerate over
|
|
Dictionary<WearableType, WearableData> wearables;
|
|
lock (Wearables)
|
|
wearables = new Dictionary<WearableType, WearableData>(Wearables);
|
|
|
|
// We will refresh the textures (zero out all non bake textures)
|
|
for (int i = 0; i < Textures.Length; i++)
|
|
{
|
|
bool isBake = false;
|
|
for (int j = 0; j < BakeIndexToTextureIndex.Length; j++)
|
|
{
|
|
if (BakeIndexToTextureIndex[j] == i)
|
|
{
|
|
isBake = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!isBake)
|
|
Textures[i] = new TextureData();
|
|
}
|
|
|
|
int pendingWearables = wearables.Count;
|
|
foreach (WearableData wearable in wearables.Values)
|
|
{
|
|
if (wearable.Asset != null)
|
|
{
|
|
DecodeWearableParams(wearable);
|
|
--pendingWearables;
|
|
}
|
|
}
|
|
|
|
if (pendingWearables == 0)
|
|
return true;
|
|
|
|
Logger.DebugLog("Downloading " + pendingWearables + " wearable assets");
|
|
|
|
Parallel.ForEach<WearableData>(Math.Min(pendingWearables, MAX_CONCURRENT_DOWNLOADS), wearables.Values,
|
|
delegate(WearableData wearable)
|
|
{
|
|
if (wearable.Asset == null)
|
|
{
|
|
AutoResetEvent downloadEvent = new AutoResetEvent(false);
|
|
|
|
// Fetch this wearable asset
|
|
Client.Assets.RequestAsset(wearable.AssetID, wearable.AssetType, true,
|
|
delegate(AssetDownload transfer, Asset asset)
|
|
{
|
|
if (transfer.Success && asset is AssetWearable)
|
|
{
|
|
// Update this wearable with the freshly downloaded asset
|
|
wearable.Asset = (AssetWearable)asset;
|
|
|
|
if (wearable.Asset.Decode())
|
|
{
|
|
DecodeWearableParams(wearable);
|
|
Logger.DebugLog("Downloaded wearable asset " + wearable.WearableType + " with " + wearable.Asset.Params.Count +
|
|
" visual params and " + wearable.Asset.Textures.Count + " textures", Client);
|
|
|
|
}
|
|
else
|
|
{
|
|
wearable.Asset = null;
|
|
Logger.Log("Failed to decode asset:" + Environment.NewLine +
|
|
Utils.BytesToString(asset.AssetData), Helpers.LogLevel.Error, Client);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("Wearable " + wearable.AssetID + "(" + wearable.WearableType + ") failed to download, " +
|
|
transfer.Status, Helpers.LogLevel.Warning, Client);
|
|
}
|
|
|
|
downloadEvent.Set();
|
|
}
|
|
);
|
|
|
|
if (!downloadEvent.WaitOne(WEARABLE_TIMEOUT, false))
|
|
{
|
|
Logger.Log("Timed out downloading wearable asset " + wearable.AssetID + " (" + wearable.WearableType + ")",
|
|
Helpers.LogLevel.Error, Client);
|
|
success = false;
|
|
}
|
|
|
|
--pendingWearables;
|
|
}
|
|
}
|
|
);
|
|
|
|
return success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a list of all of the textures that need to be downloaded for a
|
|
/// single bake layer
|
|
/// </summary>
|
|
/// <param name="bakeType">Bake layer to get texture AssetIDs for</param>
|
|
/// <returns>A list of texture AssetIDs to download</returns>
|
|
private List<UUID> GetTextureDownloadList(BakeType bakeType)
|
|
{
|
|
List<AvatarTextureIndex> indices = BakeTypeToTextures(bakeType);
|
|
List<UUID> textures = new List<UUID>();
|
|
|
|
for (int i = 0; i < indices.Count; i++)
|
|
{
|
|
AvatarTextureIndex index = indices[i];
|
|
|
|
if (index == AvatarTextureIndex.Skirt && !Wearables.ContainsKey(WearableType.Skirt))
|
|
continue;
|
|
|
|
AddTextureDownload(index, textures);
|
|
}
|
|
|
|
return textures;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Helper method to lookup the TextureID for a single layer and add it
|
|
/// to a list if it is not already present
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <param name="textures"></param>
|
|
private void AddTextureDownload(AvatarTextureIndex index, List<UUID> textures)
|
|
{
|
|
TextureData textureData = Textures[(int)index];
|
|
// Add the textureID to the list if this layer has a valid textureID set, it has not already
|
|
// been downloaded, and it is not already in the download list
|
|
if (textureData.TextureID != UUID.Zero && textureData.Texture == null && !textures.Contains(textureData.TextureID))
|
|
textures.Add(textureData.TextureID);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to download all of the textures needed for baking
|
|
/// the given bake layers
|
|
/// </summary>
|
|
/// <param name="bakeLayers">A list of layers that need baking</param>
|
|
/// <remarks>No return value is given because the baking will happen
|
|
/// whether or not all textures are successfully downloaded</remarks>
|
|
private void DownloadTextures(List<BakeType> bakeLayers)
|
|
{
|
|
List<UUID> textureIDs = new List<UUID>();
|
|
|
|
for (int i = 0; i < bakeLayers.Count; i++)
|
|
{
|
|
List<UUID> layerTextureIDs = GetTextureDownloadList(bakeLayers[i]);
|
|
|
|
for (int j = 0; j < layerTextureIDs.Count; j++)
|
|
{
|
|
UUID uuid = layerTextureIDs[j];
|
|
if (!textureIDs.Contains(uuid))
|
|
textureIDs.Add(uuid);
|
|
}
|
|
}
|
|
|
|
Logger.DebugLog("Downloading " + textureIDs.Count + " textures for baking");
|
|
|
|
Parallel.ForEach<UUID>(MAX_CONCURRENT_DOWNLOADS, textureIDs,
|
|
delegate(UUID textureID)
|
|
{
|
|
AutoResetEvent downloadEvent = new AutoResetEvent(false);
|
|
|
|
Client.Assets.RequestImage(textureID,
|
|
delegate(TextureRequestState state, AssetTexture assetTexture)
|
|
{
|
|
if (state == TextureRequestState.Finished)
|
|
{
|
|
assetTexture.Decode();
|
|
|
|
for (int i = 0; i < Textures.Length; i++)
|
|
{
|
|
if (Textures[i].TextureID == textureID)
|
|
Textures[i].Texture = assetTexture;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("Texture " + textureID + " failed to download, one or more bakes will be incomplete",
|
|
Helpers.LogLevel.Warning);
|
|
}
|
|
|
|
downloadEvent.Set();
|
|
}
|
|
);
|
|
|
|
downloadEvent.WaitOne(TEXTURE_TIMEOUT, false);
|
|
}
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to create and upload baked textures for all of the
|
|
/// missing bakes
|
|
/// </summary>
|
|
/// <returns>True on success, otherwise false</returns>
|
|
private bool CreateBakes()
|
|
{
|
|
bool success = true;
|
|
List<BakeType> pendingBakes = new List<BakeType>();
|
|
|
|
// Check each bake layer in the Textures array for missing bakes
|
|
for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
|
|
{
|
|
AvatarTextureIndex textureIndex = BakeTypeToAgentTextureIndex((BakeType)bakedIndex);
|
|
|
|
if (Textures[(int)textureIndex].TextureID == UUID.Zero)
|
|
{
|
|
// If this is the skirt layer and we're not wearing a skirt then skip it
|
|
if (bakedIndex == (int)BakeType.Skirt && !Wearables.ContainsKey(WearableType.Skirt))
|
|
continue;
|
|
|
|
pendingBakes.Add((BakeType)bakedIndex);
|
|
}
|
|
}
|
|
|
|
if (pendingBakes.Count > 0)
|
|
{
|
|
DownloadTextures(pendingBakes);
|
|
|
|
Parallel.ForEach<BakeType>(Math.Min(MAX_CONCURRENT_UPLOADS, pendingBakes.Count), pendingBakes,
|
|
delegate(BakeType bakeType)
|
|
{
|
|
if (!CreateBake(bakeType))
|
|
success = false;
|
|
}
|
|
);
|
|
}
|
|
|
|
// Free up all the textures we're holding on to
|
|
for (int i = 0; i < Textures.Length; i++)
|
|
{
|
|
Textures[i].Texture = null;
|
|
}
|
|
|
|
// We just allocated and freed a ridiculous amount of memory while
|
|
// baking. Signal to the GC to clean up
|
|
GC.Collect();
|
|
|
|
return success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to create and upload a baked texture for a single
|
|
/// bake layer
|
|
/// </summary>
|
|
/// <param name="bakeType">Layer to bake</param>
|
|
/// <returns>True on success, otherwise false</returns>
|
|
private bool CreateBake(BakeType bakeType)
|
|
{
|
|
List<AvatarTextureIndex> textureIndices = BakeTypeToTextures(bakeType);
|
|
Baker oven = new Baker(bakeType);
|
|
|
|
for (int i = 0; i < textureIndices.Count; i++)
|
|
{
|
|
AvatarTextureIndex textureIndex = textureIndices[i];
|
|
TextureData texture = Textures[(int)textureIndex];
|
|
texture.TextureIndex = textureIndex;
|
|
|
|
oven.AddTexture(texture);
|
|
}
|
|
|
|
int start = Environment.TickCount;
|
|
oven.Bake();
|
|
Logger.DebugLog("Baking " + bakeType + " took " + (Environment.TickCount - start) + "ms");
|
|
|
|
UUID newAssetID = UUID.Zero;
|
|
int retries = UPLOAD_RETRIES;
|
|
|
|
while (newAssetID == UUID.Zero && retries > 0)
|
|
{
|
|
newAssetID = UploadBake(oven.BakedTexture.AssetData);
|
|
--retries;
|
|
}
|
|
|
|
Textures[(int)BakeTypeToAgentTextureIndex(bakeType)].TextureID = newAssetID;
|
|
|
|
if (newAssetID == UUID.Zero)
|
|
{
|
|
Logger.Log("Failed uploading bake " + bakeType, Helpers.LogLevel.Warning);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Blocking method to upload a baked texture
|
|
/// </summary>
|
|
/// <param name="textureData">Five channel JPEG2000 texture data to upload</param>
|
|
/// <returns>UUID of the newly created asset on success, otherwise UUID.Zero</returns>
|
|
private UUID UploadBake(byte[] textureData)
|
|
{
|
|
UUID bakeID = UUID.Zero;
|
|
AutoResetEvent uploadEvent = new AutoResetEvent(false);
|
|
|
|
Client.Assets.RequestUploadBakedTexture(textureData,
|
|
delegate(UUID newAssetID)
|
|
{
|
|
bakeID = newAssetID;
|
|
uploadEvent.Set();
|
|
}
|
|
);
|
|
|
|
// FIXME: evalute the need for timeout here, RequestUploadBakedTexture() will
|
|
// timout either on Client.Settings.TRANSFER_TIMEOUT or Client.Settings.CAPS_TIMEOUT
|
|
// depending on which upload method is used.
|
|
uploadEvent.WaitOne(UPLOAD_TIMEOUT, false);
|
|
|
|
return bakeID;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a dictionary of visual param values from the downloaded wearables
|
|
/// </summary>
|
|
/// <returns>A dictionary of visual param indices mapping to visual param
|
|
/// values for our agent that can be fed to the Baker class</returns>
|
|
private Dictionary<int, float> MakeParamValues()
|
|
{
|
|
Dictionary<int, float> paramValues = new Dictionary<int, float>(VisualParams.Params.Count);
|
|
|
|
lock (Wearables)
|
|
{
|
|
foreach (KeyValuePair<int, VisualParam> kvp in VisualParams.Params)
|
|
{
|
|
// Only Group-0 parameters are sent in AgentSetAppearance packets
|
|
if (kvp.Value.Group == 0)
|
|
{
|
|
bool found = false;
|
|
VisualParam vp = kvp.Value;
|
|
|
|
// Try and find this value in our collection of downloaded wearables
|
|
foreach (WearableData data in Wearables.Values)
|
|
{
|
|
float paramValue;
|
|
if (data.Asset != null && data.Asset.Params.TryGetValue(vp.ParamID, out paramValue))
|
|
{
|
|
paramValues.Add(vp.ParamID, paramValue);
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Use a default value if we don't have one set for it
|
|
if (!found) paramValues.Add(vp.ParamID, vp.DefaultValue);
|
|
}
|
|
}
|
|
}
|
|
|
|
return paramValues;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initate server baking process
|
|
/// </summary>
|
|
/// <returns>True if the server baking was successful</returns>
|
|
private bool UpdateAvatarAppearance()
|
|
{
|
|
Caps caps = Client.Network.CurrentSim.Caps;
|
|
if (caps == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Uri url = caps.CapabilityURI("UpdateAvatarAppearance");
|
|
if (url == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
InventoryFolder COF = GetCOF();
|
|
if (COF == null)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// TODO: create Current Outfit Folder
|
|
}
|
|
|
|
CapsClient capsRequest = new CapsClient(url);
|
|
OSDMap request = new OSDMap(1);
|
|
request["cof_version"] = COF.Version;
|
|
|
|
string msg = "Setting server side baking failed";
|
|
|
|
OSD res = capsRequest.GetResponse(request, OSDFormat.Xml, Client.Settings.CAPS_TIMEOUT * 2);
|
|
|
|
if (res != null && res is OSDMap)
|
|
{
|
|
OSDMap result = (OSDMap)res;
|
|
if (result["success"])
|
|
{
|
|
Logger.Log("Successfully set appearance", Helpers.LogLevel.Info, Client);
|
|
// TODO: Set local visual params and baked textures based on the result here
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (result.ContainsKey("error"))
|
|
{
|
|
msg += ": " + result["error"].AsString();
|
|
}
|
|
}
|
|
}
|
|
|
|
Logger.Log(msg, Helpers.LogLevel.Error, Client);
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the latest version of COF
|
|
/// </summary>
|
|
/// <returns>Current Outfit Folder (or null if getting the data failed)</returns>
|
|
private InventoryFolder GetCOF()
|
|
{
|
|
List<InventoryBase> root = null;
|
|
AutoResetEvent folderReceived = new AutoResetEvent(false);
|
|
|
|
EventHandler<FolderUpdatedEventArgs> callback = (sender, e) =>
|
|
{
|
|
if (e.FolderID == Client.Inventory.Store.RootFolder.UUID)
|
|
{
|
|
if (e.Success)
|
|
{
|
|
root = Client.Inventory.Store.GetContents(Client.Inventory.Store.RootFolder.UUID);
|
|
}
|
|
folderReceived.Set();
|
|
}
|
|
};
|
|
|
|
Client.Inventory.FolderUpdated += callback;
|
|
Client.Inventory.RequestFolderContentsCap(Client.Inventory.Store.RootFolder.UUID, Client.Self.AgentID, true, true, InventorySortOrder.ByDate);
|
|
folderReceived.WaitOne(Client.Settings.CAPS_TIMEOUT);
|
|
Client.Inventory.FolderUpdated -= callback;
|
|
|
|
InventoryFolder COF = null;
|
|
|
|
// COF should be in the root folder. Request update to get the latest versio number
|
|
if (root != null)
|
|
{
|
|
foreach (InventoryBase baseItem in root)
|
|
{
|
|
if (baseItem is InventoryFolder && ((InventoryFolder)baseItem).PreferredType == AssetType.CurrentOutfitFolder)
|
|
{
|
|
COF = (InventoryFolder)baseItem;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return COF;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create an AgentSetAppearance packet from Wearables data and the
|
|
/// Textures array and send it
|
|
/// </summary>
|
|
private void RequestAgentSetAppearance()
|
|
{
|
|
AgentSetAppearancePacket set = MakeAppearancePacket();
|
|
Client.Network.SendPacket(set);
|
|
Logger.DebugLog("Send AgentSetAppearance packet");
|
|
}
|
|
|
|
public AgentSetAppearancePacket MakeAppearancePacket()
|
|
{
|
|
AgentSetAppearancePacket set = new AgentSetAppearancePacket();
|
|
set.AgentData.AgentID = Client.Self.AgentID;
|
|
set.AgentData.SessionID = Client.Self.SessionID;
|
|
set.AgentData.SerialNum = (uint)Interlocked.Increment(ref SetAppearanceSerialNum);
|
|
|
|
// Visual params used in the agent height calculation
|
|
float agentSizeVPHeight = 0.0f;
|
|
float agentSizeVPHeelHeight = 0.0f;
|
|
float agentSizeVPPlatformHeight = 0.0f;
|
|
float agentSizeVPHeadSize = 0.5f;
|
|
float agentSizeVPLegLength = 0.0f;
|
|
float agentSizeVPNeckLength = 0.0f;
|
|
float agentSizeVPHipLength = 0.0f;
|
|
|
|
lock (Wearables)
|
|
{
|
|
#region VisualParam
|
|
|
|
int vpIndex = 0;
|
|
int nrParams;
|
|
bool wearingPhysics = false;
|
|
|
|
foreach (WearableData wearable in Wearables.Values)
|
|
{
|
|
if (wearable.WearableType == WearableType.Physics)
|
|
{
|
|
wearingPhysics = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (wearingPhysics)
|
|
{
|
|
nrParams = 251;
|
|
}
|
|
else
|
|
{
|
|
nrParams = 218;
|
|
}
|
|
|
|
set.VisualParam = new AgentSetAppearancePacket.VisualParamBlock[nrParams];
|
|
|
|
foreach (KeyValuePair<int, VisualParam> kvp in VisualParams.Params)
|
|
{
|
|
VisualParam vp = kvp.Value;
|
|
float paramValue = 0f;
|
|
bool found = false;
|
|
|
|
// Try and find this value in our collection of downloaded wearables
|
|
foreach (WearableData data in Wearables.Values)
|
|
{
|
|
if (data.Asset != null && data.Asset.Params.TryGetValue(vp.ParamID, out paramValue))
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Use a default value if we don't have one set for it
|
|
if (!found)
|
|
paramValue = vp.DefaultValue;
|
|
|
|
// Only Group-0 parameters are sent in AgentSetAppearance packets
|
|
if (kvp.Value.Group == 0)
|
|
{
|
|
set.VisualParam[vpIndex] = new AgentSetAppearancePacket.VisualParamBlock();
|
|
set.VisualParam[vpIndex].ParamValue = Utils.FloatToByte(paramValue, vp.MinValue, vp.MaxValue);
|
|
++vpIndex;
|
|
}
|
|
|
|
// Check if this is one of the visual params used in the agent height calculation
|
|
switch (vp.ParamID)
|
|
{
|
|
case 33:
|
|
agentSizeVPHeight = paramValue;
|
|
break;
|
|
case 198:
|
|
agentSizeVPHeelHeight = paramValue;
|
|
break;
|
|
case 503:
|
|
agentSizeVPPlatformHeight = paramValue;
|
|
break;
|
|
case 682:
|
|
agentSizeVPHeadSize = paramValue;
|
|
break;
|
|
case 692:
|
|
agentSizeVPLegLength = paramValue;
|
|
break;
|
|
case 756:
|
|
agentSizeVPNeckLength = paramValue;
|
|
break;
|
|
case 842:
|
|
agentSizeVPHipLength = paramValue;
|
|
break;
|
|
}
|
|
|
|
if (vpIndex == nrParams) break;
|
|
}
|
|
|
|
MyVisualParameters = new byte[set.VisualParam.Length];
|
|
for (int i = 0; i < set.VisualParam.Length; i++)
|
|
{
|
|
MyVisualParameters[i] = set.VisualParam[i].ParamValue;
|
|
}
|
|
|
|
#endregion VisualParam
|
|
|
|
#region TextureEntry
|
|
|
|
Primitive.TextureEntry te = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE);
|
|
|
|
for (uint i = 0; i < Textures.Length; i++)
|
|
{
|
|
if ((i == 0 || i == 5 || i == 6) && Client.Settings.CLIENT_IDENTIFICATION_TAG != UUID.Zero)
|
|
{
|
|
Primitive.TextureEntryFace face = te.CreateFace(i);
|
|
face.TextureID = Client.Settings.CLIENT_IDENTIFICATION_TAG;
|
|
Logger.DebugLog("Sending client identification tag: " + Client.Settings.CLIENT_IDENTIFICATION_TAG, Client);
|
|
}
|
|
else if (Textures[i].TextureID != UUID.Zero)
|
|
{
|
|
Primitive.TextureEntryFace face = te.CreateFace(i);
|
|
face.TextureID = Textures[i].TextureID;
|
|
Logger.DebugLog("Sending texture entry for " + (AvatarTextureIndex)i + " to " + Textures[i].TextureID, Client);
|
|
}
|
|
}
|
|
|
|
set.ObjectData.TextureEntry = te.GetBytes();
|
|
MyTextures = te;
|
|
|
|
#endregion TextureEntry
|
|
|
|
#region WearableData
|
|
|
|
set.WearableData = new AgentSetAppearancePacket.WearableDataBlock[BAKED_TEXTURE_COUNT];
|
|
|
|
// Build hashes for each of the bake layers from the individual components
|
|
for (int bakedIndex = 0; bakedIndex < BAKED_TEXTURE_COUNT; bakedIndex++)
|
|
{
|
|
UUID hash = UUID.Zero;
|
|
|
|
for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
|
|
{
|
|
WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
|
|
|
|
WearableData wearable;
|
|
if (type != WearableType.Invalid && Wearables.TryGetValue(type, out wearable))
|
|
hash ^= wearable.AssetID;
|
|
}
|
|
|
|
if (hash != UUID.Zero)
|
|
{
|
|
// Hash with our magic value for this baked layer
|
|
hash ^= BAKED_TEXTURE_HASH[bakedIndex];
|
|
}
|
|
|
|
// Tell the server what cached texture assetID to use for each bake layer
|
|
set.WearableData[bakedIndex] = new AgentSetAppearancePacket.WearableDataBlock();
|
|
set.WearableData[bakedIndex].TextureIndex = BakeIndexToTextureIndex[bakedIndex];
|
|
set.WearableData[bakedIndex].CacheID = hash;
|
|
Logger.DebugLog("Sending TextureIndex " + (BakeType)bakedIndex + " with CacheID " + hash, Client);
|
|
}
|
|
|
|
#endregion WearableData
|
|
|
|
#region Agent Size
|
|
|
|
// Takes into account the Shoe Heel/Platform offsets but not the HeadSize offset. Seems to work.
|
|
double agentSizeBase = 1.706;
|
|
|
|
// The calculation for the HeadSize scalar may be incorrect, but it seems to work
|
|
double agentHeight = agentSizeBase + (agentSizeVPLegLength * .1918) + (agentSizeVPHipLength * .0375) +
|
|
(agentSizeVPHeight * .12022) + (agentSizeVPHeadSize * .01117) + (agentSizeVPNeckLength * .038) +
|
|
(agentSizeVPHeelHeight * .08) + (agentSizeVPPlatformHeight * .07);
|
|
|
|
set.AgentData.Size = new Vector3(0.45f, 0.6f, (float)agentHeight);
|
|
|
|
#endregion Agent Size
|
|
|
|
if (Client.Settings.AVATAR_TRACKING)
|
|
{
|
|
Avatar me;
|
|
if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.LocalID, out me))
|
|
{
|
|
me.Textures = MyTextures;
|
|
me.VisualParameters = MyVisualParameters;
|
|
}
|
|
}
|
|
}
|
|
return set;
|
|
}
|
|
|
|
private void DelayedRequestSetAppearance()
|
|
{
|
|
if (RebakeScheduleTimer == null)
|
|
{
|
|
RebakeScheduleTimer = new Timer(RebakeScheduleTimerTick);
|
|
}
|
|
try { RebakeScheduleTimer.Change(REBAKE_DELAY, Timeout.Infinite); }
|
|
catch { }
|
|
}
|
|
|
|
private void RebakeScheduleTimerTick(Object state)
|
|
{
|
|
RequestSetAppearance(true);
|
|
}
|
|
#endregion Appearance Helpers
|
|
|
|
#region Inventory Helpers
|
|
|
|
private bool GetFolderWearables(string[] folderPath, out List<InventoryWearable> wearables, out List<InventoryItem> attachments)
|
|
{
|
|
UUID folder = Client.Inventory.FindObjectByPath(
|
|
Client.Inventory.Store.RootFolder.UUID, Client.Self.AgentID, String.Join("/", folderPath), INVENTORY_TIMEOUT);
|
|
|
|
if (folder != UUID.Zero)
|
|
{
|
|
return GetFolderWearables(folder, out wearables, out attachments);
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("Failed to resolve outfit folder path " + folderPath, Helpers.LogLevel.Error, Client);
|
|
wearables = null;
|
|
attachments = null;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private bool GetFolderWearables(UUID folder, out List<InventoryWearable> wearables, out List<InventoryItem> attachments)
|
|
{
|
|
wearables = new List<InventoryWearable>();
|
|
attachments = new List<InventoryItem>();
|
|
List<InventoryBase> objects = Client.Inventory.FolderContents(folder, Client.Self.AgentID, false, true,
|
|
InventorySortOrder.ByName, INVENTORY_TIMEOUT);
|
|
|
|
if (objects != null)
|
|
{
|
|
foreach (InventoryBase ib in objects)
|
|
{
|
|
if (ib is InventoryWearable)
|
|
{
|
|
Logger.DebugLog("Adding wearable " + ib.Name, Client);
|
|
wearables.Add((InventoryWearable)ib);
|
|
}
|
|
else if (ib is InventoryAttachment)
|
|
{
|
|
Logger.DebugLog("Adding attachment (attachment) " + ib.Name, Client);
|
|
attachments.Add((InventoryItem)ib);
|
|
}
|
|
else if (ib is InventoryObject)
|
|
{
|
|
Logger.DebugLog("Adding attachment (object) " + ib.Name, Client);
|
|
attachments.Add((InventoryItem)ib);
|
|
}
|
|
else
|
|
{
|
|
Logger.DebugLog("Ignoring inventory item " + ib.Name, Client);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger.Log("Failed to download folder contents of + " + folder, Helpers.LogLevel.Error, Client);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion Inventory Helpers
|
|
|
|
#region Callbacks
|
|
|
|
protected void AgentWearablesUpdateHandler(object sender, PacketReceivedEventArgs e)
|
|
{
|
|
bool changed = false;
|
|
AgentWearablesUpdatePacket update = (AgentWearablesUpdatePacket)e.Packet;
|
|
|
|
lock (Wearables)
|
|
{
|
|
#region Test if anything changed in this update
|
|
|
|
for (int i = 0; i < update.WearableData.Length; i++)
|
|
{
|
|
AgentWearablesUpdatePacket.WearableDataBlock block = update.WearableData[i];
|
|
|
|
if (block.AssetID != UUID.Zero)
|
|
{
|
|
WearableData wearable;
|
|
if (Wearables.TryGetValue((WearableType)block.WearableType, out wearable))
|
|
{
|
|
if (wearable.AssetID != block.AssetID || wearable.ItemID != block.ItemID)
|
|
{
|
|
// A different wearable is now set for this index
|
|
changed = true;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// A wearable is now set for this index
|
|
changed = true;
|
|
break;
|
|
}
|
|
}
|
|
else if (Wearables.ContainsKey((WearableType)block.WearableType))
|
|
{
|
|
// This index is now empty
|
|
changed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
#endregion Test if anything changed in this update
|
|
|
|
if (changed)
|
|
{
|
|
Logger.DebugLog("New wearables received in AgentWearablesUpdate");
|
|
Wearables.Clear();
|
|
|
|
for (int i = 0; i < update.WearableData.Length; i++)
|
|
{
|
|
AgentWearablesUpdatePacket.WearableDataBlock block = update.WearableData[i];
|
|
|
|
if (block.AssetID != UUID.Zero)
|
|
{
|
|
WearableType type = (WearableType)block.WearableType;
|
|
|
|
WearableData data = new WearableData();
|
|
data.Asset = null;
|
|
data.AssetID = block.AssetID;
|
|
data.AssetType = WearableTypeToAssetType(type);
|
|
data.ItemID = block.ItemID;
|
|
data.WearableType = type;
|
|
|
|
// Add this wearable to our collection
|
|
Wearables[type] = data;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Logger.DebugLog("Duplicate AgentWearablesUpdate received, discarding");
|
|
}
|
|
}
|
|
|
|
if (changed)
|
|
{
|
|
// Fire the callback
|
|
OnAgentWearables(new AgentWearablesReplyEventArgs());
|
|
}
|
|
}
|
|
|
|
protected void RebakeAvatarTexturesHandler(object sender, PacketReceivedEventArgs e)
|
|
{
|
|
RebakeAvatarTexturesPacket rebake = (RebakeAvatarTexturesPacket)e.Packet;
|
|
|
|
// allow the library to do the rebake
|
|
if (Client.Settings.SEND_AGENT_APPEARANCE)
|
|
{
|
|
RequestSetAppearance(true);
|
|
}
|
|
|
|
OnRebakeAvatar(new RebakeAvatarTexturesEventArgs(rebake.TextureData.TextureID));
|
|
}
|
|
|
|
protected void AgentCachedTextureResponseHandler(object sender, PacketReceivedEventArgs e)
|
|
{
|
|
AgentCachedTextureResponsePacket response = (AgentCachedTextureResponsePacket)e.Packet;
|
|
|
|
for (int i = 0; i < response.WearableData.Length; i++)
|
|
{
|
|
AgentCachedTextureResponsePacket.WearableDataBlock block = response.WearableData[i];
|
|
BakeType bakeType = (BakeType)block.TextureIndex;
|
|
AvatarTextureIndex index = BakeTypeToAgentTextureIndex(bakeType);
|
|
|
|
Logger.DebugLog("Cache response for " + bakeType + ", TextureID=" + block.TextureID, Client);
|
|
|
|
if (block.TextureID != UUID.Zero)
|
|
{
|
|
// A simulator has a cache of this bake layer
|
|
|
|
// FIXME: Use this. Right now we don't bother to check if this is a foreign host
|
|
string host = Utils.BytesToString(block.HostName);
|
|
|
|
Textures[(int)index].TextureID = block.TextureID;
|
|
}
|
|
else
|
|
{
|
|
// The server does not have a cache of this bake layer
|
|
// FIXME:
|
|
}
|
|
}
|
|
|
|
OnAgentCachedBakes(new AgentCachedBakesReplyEventArgs());
|
|
}
|
|
|
|
private void Network_OnEventQueueRunning(object sender, EventQueueRunningEventArgs e)
|
|
{
|
|
if (e.Simulator == Client.Network.CurrentSim && Client.Settings.SEND_AGENT_APPEARANCE)
|
|
{
|
|
// Update appearance each time we enter a new sim and capabilities have been retrieved
|
|
Client.Appearance.RequestSetAppearance();
|
|
}
|
|
}
|
|
|
|
private void Network_OnDisconnected(object sender, DisconnectedEventArgs e)
|
|
{
|
|
if (RebakeScheduleTimer != null)
|
|
{
|
|
RebakeScheduleTimer.Dispose();
|
|
RebakeScheduleTimer = null;
|
|
}
|
|
|
|
if (AppearanceThread != null)
|
|
{
|
|
if (AppearanceThread.IsAlive)
|
|
{
|
|
AppearanceThread.Abort();
|
|
}
|
|
AppearanceThread = null;
|
|
AppearanceThreadRunning = 0;
|
|
}
|
|
}
|
|
|
|
#endregion Callbacks
|
|
|
|
#region Static Helpers
|
|
|
|
/// <summary>
|
|
/// Converts a WearableType to a bodypart or clothing WearableType
|
|
/// </summary>
|
|
/// <param name="type">A WearableType</param>
|
|
/// <returns>AssetType.Bodypart or AssetType.Clothing or AssetType.Unknown</returns>
|
|
public static AssetType WearableTypeToAssetType(WearableType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case WearableType.Shape:
|
|
case WearableType.Skin:
|
|
case WearableType.Hair:
|
|
case WearableType.Eyes:
|
|
return AssetType.Bodypart;
|
|
case WearableType.Shirt:
|
|
case WearableType.Pants:
|
|
case WearableType.Shoes:
|
|
case WearableType.Socks:
|
|
case WearableType.Jacket:
|
|
case WearableType.Gloves:
|
|
case WearableType.Undershirt:
|
|
case WearableType.Underpants:
|
|
case WearableType.Skirt:
|
|
case WearableType.Tattoo:
|
|
case WearableType.Alpha:
|
|
case WearableType.Physics:
|
|
return AssetType.Clothing;
|
|
default:
|
|
return AssetType.Unknown;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a BakeType to the corresponding baked texture slot in AvatarTextureIndex
|
|
/// </summary>
|
|
/// <param name="index">A BakeType</param>
|
|
/// <returns>The AvatarTextureIndex slot that holds the given BakeType</returns>
|
|
public static AvatarTextureIndex BakeTypeToAgentTextureIndex(BakeType index)
|
|
{
|
|
switch (index)
|
|
{
|
|
case BakeType.Head:
|
|
return AvatarTextureIndex.HeadBaked;
|
|
case BakeType.UpperBody:
|
|
return AvatarTextureIndex.UpperBaked;
|
|
case BakeType.LowerBody:
|
|
return AvatarTextureIndex.LowerBaked;
|
|
case BakeType.Eyes:
|
|
return AvatarTextureIndex.EyesBaked;
|
|
case BakeType.Skirt:
|
|
return AvatarTextureIndex.SkirtBaked;
|
|
case BakeType.Hair:
|
|
return AvatarTextureIndex.HairBaked;
|
|
default:
|
|
return AvatarTextureIndex.Unknown;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gives the layer number that is used for morph mask
|
|
/// </summary>
|
|
/// <param name="bakeType">>A BakeType</param>
|
|
/// <returns>Which layer number as defined in BakeTypeToTextures is used for morph mask</returns>
|
|
public static AvatarTextureIndex MorphLayerForBakeType(BakeType bakeType)
|
|
{
|
|
// Indexes return here correspond to those returned
|
|
// in BakeTypeToTextures(), those two need to be in sync.
|
|
// Which wearable layer is used for morph is defined in avatar_lad.xml
|
|
// by looking for <layer> that has <morph_mask> defined in it, and
|
|
// looking up which wearable is defined in that layer. Morph mask
|
|
// is never combined, it's always a straight copy of one single clothing
|
|
// item's alpha channel per bake.
|
|
switch (bakeType)
|
|
{
|
|
case BakeType.Head:
|
|
return AvatarTextureIndex.Hair; // hair
|
|
case BakeType.UpperBody:
|
|
return AvatarTextureIndex.UpperShirt; // shirt
|
|
case BakeType.LowerBody:
|
|
return AvatarTextureIndex.LowerPants; // lower pants
|
|
case BakeType.Skirt:
|
|
return AvatarTextureIndex.Skirt; // skirt
|
|
case BakeType.Hair:
|
|
return AvatarTextureIndex.Hair; // hair
|
|
default:
|
|
return AvatarTextureIndex.Unknown;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a BakeType to a list of the texture slots that make up that bake
|
|
/// </summary>
|
|
/// <param name="bakeType">A BakeType</param>
|
|
/// <returns>A list of texture slots that are inputs for the given bake</returns>
|
|
public static List<AvatarTextureIndex> BakeTypeToTextures(BakeType bakeType)
|
|
{
|
|
List<AvatarTextureIndex> textures = new List<AvatarTextureIndex>();
|
|
|
|
switch (bakeType)
|
|
{
|
|
case BakeType.Head:
|
|
textures.Add(AvatarTextureIndex.HeadBodypaint);
|
|
textures.Add(AvatarTextureIndex.HeadTattoo);
|
|
textures.Add(AvatarTextureIndex.Hair);
|
|
textures.Add(AvatarTextureIndex.HeadAlpha);
|
|
break;
|
|
case BakeType.UpperBody:
|
|
textures.Add(AvatarTextureIndex.UpperBodypaint);
|
|
textures.Add(AvatarTextureIndex.UpperTattoo);
|
|
textures.Add(AvatarTextureIndex.UpperGloves);
|
|
textures.Add(AvatarTextureIndex.UpperUndershirt);
|
|
textures.Add(AvatarTextureIndex.UpperShirt);
|
|
textures.Add(AvatarTextureIndex.UpperJacket);
|
|
textures.Add(AvatarTextureIndex.UpperAlpha);
|
|
break;
|
|
case BakeType.LowerBody:
|
|
textures.Add(AvatarTextureIndex.LowerBodypaint);
|
|
textures.Add(AvatarTextureIndex.LowerTattoo);
|
|
textures.Add(AvatarTextureIndex.LowerUnderpants);
|
|
textures.Add(AvatarTextureIndex.LowerSocks);
|
|
textures.Add(AvatarTextureIndex.LowerShoes);
|
|
textures.Add(AvatarTextureIndex.LowerPants);
|
|
textures.Add(AvatarTextureIndex.LowerJacket);
|
|
textures.Add(AvatarTextureIndex.LowerAlpha);
|
|
break;
|
|
case BakeType.Eyes:
|
|
textures.Add(AvatarTextureIndex.EyesIris);
|
|
textures.Add(AvatarTextureIndex.EyesAlpha);
|
|
break;
|
|
case BakeType.Skirt:
|
|
textures.Add(AvatarTextureIndex.Skirt);
|
|
break;
|
|
case BakeType.Hair:
|
|
textures.Add(AvatarTextureIndex.Hair);
|
|
textures.Add(AvatarTextureIndex.HairAlpha);
|
|
break;
|
|
}
|
|
|
|
return textures;
|
|
}
|
|
|
|
#endregion Static Helpers
|
|
}
|
|
|
|
#region AppearanceManager EventArgs Classes
|
|
|
|
/// <summary>Contains the Event data returned from the data server from an AgentWearablesRequest</summary>
|
|
public class AgentWearablesReplyEventArgs : EventArgs
|
|
{
|
|
/// <summary>Construct a new instance of the AgentWearablesReplyEventArgs class</summary>
|
|
public AgentWearablesReplyEventArgs()
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>Contains the Event data returned from the data server from an AgentCachedTextureResponse</summary>
|
|
public class AgentCachedBakesReplyEventArgs : EventArgs
|
|
{
|
|
/// <summary>Construct a new instance of the AgentCachedBakesReplyEventArgs class</summary>
|
|
public AgentCachedBakesReplyEventArgs()
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>Contains the Event data returned from an AppearanceSetRequest</summary>
|
|
public class AppearanceSetEventArgs : EventArgs
|
|
{
|
|
private readonly bool m_success;
|
|
|
|
/// <summary>Indicates whether appearance setting was successful</summary>
|
|
public bool Success { get { return m_success; } }
|
|
/// <summary>
|
|
/// Triggered when appearance data is sent to the sim and
|
|
/// the main appearance thread is done.</summary>
|
|
/// <param name="success">Indicates whether appearance setting was successful</param>
|
|
public AppearanceSetEventArgs(bool success)
|
|
{
|
|
this.m_success = success;
|
|
}
|
|
}
|
|
|
|
/// <summary>Contains the Event data returned from the data server from an RebakeAvatarTextures</summary>
|
|
public class RebakeAvatarTexturesEventArgs : EventArgs
|
|
{
|
|
private readonly UUID m_textureID;
|
|
|
|
/// <summary>The ID of the Texture Layer to bake</summary>
|
|
public UUID TextureID { get { return m_textureID; } }
|
|
|
|
/// <summary>
|
|
/// Triggered when the simulator sends a request for this agent to rebake
|
|
/// its appearance
|
|
/// </summary>
|
|
/// <param name="textureID">The ID of the Texture Layer to bake</param>
|
|
public RebakeAvatarTexturesEventArgs(UUID textureID)
|
|
{
|
|
this.m_textureID = textureID;
|
|
}
|
|
|
|
}
|
|
#endregion
|
|
} |