Exemple #1
0
        /// <summary>
        /// Update the local Avatar Appearance information based on the contents of the assets as defined in the cached wearable data info.
        /// </summary>
        protected void GetAvatarAppearanceInfoFromWearableAssets()
        {
            // Make sure we have some Wearable Data to start with.
            if (AgentWearablesSignal.WaitOne(1000, false) == false)
            {
                Client.Log("Cannot get Visual Param data from wearable assets.  AgentWearablesSignal not set.", Helpers.LogLevel.Error);
                return;
            }

            // Clear current look
            AgentTextureEntry     = new LLObject.TextureEntry("C228D1CF4B5D4BA884F4899A0796AA97"); // if this isn't valid, blame JH ;-)
            AgentAppearanceParams = new SerializableDictionary <int, float>();


            // Build params and texture entries from wearable data
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in AgentWearablesData)
            {
                if (wdb.ItemID == LLUUID.Zero)
                {
                    continue;
                }


                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                case 0:
                case 1:
                case 2:
                case 3:
                    wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                    break;

                default:
                    wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                    break;
                }

                AssetRequestDownload request = Client.Assets.RequestInventoryAsset(wearableAsset.AssetID, wearableAsset.Type);
                if (request.Wait(AssetManager.DefaultTimeout) != AssetRequestDownload.RequestStatus.Success)
                {
                    Client.Log("Asset (" + wearableAsset.AssetID.ToStringHyphenated() + ") unavailable (" + request.StatusMsg + ")", Helpers.LogLevel.Error);
                }
                else
                {
                    wearableAsset.SetAssetData(request.GetAssetData());
                }

                if ((wearableAsset.AssetData == null) || (wearableAsset.AssetData.Length == 0))
                {
                    Client.Log("Asset retrieval failed for AssetID: " + wearableAsset.AssetID, Helpers.LogLevel.Warning);
                }

                UpdateAgentTextureEntryAndAppearanceParams(wearableAsset);
            }


            UpdateAgentTextureEntryOrder();
        }
 override internal void SetAssetData(byte[] assetData)
 {
     // Must reference all variables by internal _private names, so as not to trigger accessor code
     if (_Asset == null)
     {
         if (_AssetID != null)
         {
             if (_Type == (sbyte)WearableType.Clothing)
             {
                 _Asset = new AssetWearable_Clothing(_AssetID, assetData);
             }
             else
             {
                 _Asset = new AssetWearable_Body(_AssetID, assetData);
             }
         }
         else
         {
             if (_Type == (sbyte)WearableType.Clothing)
             {
                 _Asset = new AssetWearable_Clothing(LLUUID.Random(), assetData);
             }
             else
             {
                 _Asset = new AssetWearable_Body(LLUUID.Random(), assetData);
             }
             _AssetID = _Asset.AssetID;
         }
     }
     else
     {
         _Asset.SetAssetData(assetData);
     }
 }
        private void AgentWearablesUpdateCallbackHandler(Packet packet, Simulator simulator)
        {
            AgentWearablesUpdatePacket wearablesPacket = (AgentWearablesUpdatePacket)packet;

            AgentWearablesData = wearablesPacket.WearableData;
            AgentWearablesSignal.Set();

            // Grab access mutex...
            WearableCacheQueueMutex.WaitOne();

            // Queue download of wearables
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in AgentWearablesData)
            {

                // Don't try to download if AssetID is zero
                if (wdb.AssetID == LLUUID.Zero)
                {
                    continue;
                }

                // Don't try to download, if it's already cached.
                if (WearableCache.ContainsKey(wdb.AssetID))
                {
                    AssetWearable aw = WearableCache[wdb.AssetID];
                    if (aw._AssetData != null)
                    {
                        continue;
                    }
                }

                // Don't try to download, if it's already in the download queue
                lock (WearableAssetQueue)
                {
                    if (WearableAssetQueue.Contains(wdb.AssetID))
                    {
                        continue;
                    }
                }

                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                    case 0:
                    case 1:
                    case 2:
                    case 3:
                        wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                        break;
                    default:
                        wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                        break;
                }

                WearableCache[wdb.AssetID] = wearableAsset;

                lock (WearableAssetQueue)
                {
                    if (!WearableAssetQueue.Contains(wdb.AssetID))
                    {
                        WearableAssetQueue.Add(wdb.AssetID);

                        LogWearableAssetQueueActivity("Added wearable asset to download queue: " + wearableAsset.GetType().Name + " : " + wdb.AssetID);
                    }
                }
            }

            RequestNextQueuedWearableAsset();

            WearableCacheQueueMutex.ReleaseMutex();
        }
        /// <summary>
        /// Update the local Avatar Appearance information based on the contents of the assets as defined in the cached wearable data info.
        /// </summary>
        protected void GetAvatarAppearanceInfoFromWearableAssets()
        {
            // Make sure we have some Wearable Data to start with.
            if (AgentWearablesSignal.WaitOne(1000, false) == false)
            {
                Client.Log("Cannot get Visual Param data from wearable assets.  AgentWearablesSignal not set.", Helpers.LogLevel.Error);
                return;
            }

            // Clear current look
            AgentTextureEntry = new LLObject.TextureEntry("C228D1CF4B5D4BA884F4899A0796AA97"); // if this isn't valid, blame JH ;-)
            AgentAppearanceParams = new SerializableDictionary<int, float>();


            // Build params and texture entries from wearable data
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in AgentWearablesData)
            {
                if (wdb.ItemID == LLUUID.Zero)
                {
                    continue;
                }


                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                    case 0:
                    case 1:
                    case 2:
                    case 3:
                        wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                        break;
                    default:
                        wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                        break;
                }

                AssetRequestDownload request = Client.Assets.RequestInventoryAsset(wearableAsset.AssetID, wearableAsset.Type);
                if (request.Wait(AssetManager.DefaultTimeout) != AssetRequestDownload.RequestStatus.Success)
                {
                    Client.Log("Asset (" + wearableAsset.AssetID.ToStringHyphenated() + ") unavailable (" + request.StatusMsg + ")", Helpers.LogLevel.Error);
                }
                else
                {
                    wearableAsset.SetAssetData(request.GetAssetData());
                }

                if ((wearableAsset.AssetData == null) || (wearableAsset.AssetData.Length == 0))
                {
                    Client.Log("Asset retrieval failed for AssetID: " + wearableAsset.AssetID, Helpers.LogLevel.Warning);
                }

                UpdateAgentTextureEntryAndAppearanceParams(wearableAsset);

            }


            UpdateAgentTextureEntryOrder();
        }
Exemple #5
0
        private void AgentWearablesUpdateCallbackHandler(Packet packet, Simulator simulator)
        {
            AgentWearablesUpdatePacket wearablesPacket = (AgentWearablesUpdatePacket)packet;

            AgentWearablesData = wearablesPacket.WearableData;
            AgentWearablesSignal.Set();

            // Grab access mutex...
            WearableCacheQueueMutex.WaitOne();

            // Queue download of wearables
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in AgentWearablesData)
            {
                // Don't try to download if AssetID is zero
                if (wdb.AssetID == LLUUID.Zero)
                {
                    continue;
                }

                // Don't try to download, if it's already cached.
                if (WearableCache.ContainsKey(wdb.AssetID))
                {
                    AssetWearable aw = WearableCache[wdb.AssetID];
                    if (aw._AssetData != null)
                    {
                        continue;
                    }
                }

                // Don't try to download, if it's already in the download queue
                lock (WearableAssetQueue)
                {
                    if (WearableAssetQueue.Contains(wdb.AssetID))
                    {
                        continue;
                    }
                }

                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                case 0:
                case 1:
                case 2:
                case 3:
                    wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                    break;

                default:
                    wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                    break;
                }

                WearableCache[wdb.AssetID] = wearableAsset;

                lock (WearableAssetQueue)
                {
                    if (!WearableAssetQueue.Contains(wdb.AssetID))
                    {
                        WearableAssetQueue.Add(wdb.AssetID);

                        LogWearableAssetQueueActivity("Added wearable asset to download queue: " + wearableAsset.GetType().Name + " : " + wdb.AssetID);
                    }
                }
            }

            RequestNextQueuedWearableAsset();

            WearableCacheQueueMutex.ReleaseMutex();
        }
        public void GetAvatarAppearanceInfoFromWearableAssets()
        {
            AgentWearablesUpdatePacket.WearableDataBlock[] wdbs = GetWearables();
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in wdbs)
            {
                if (wdb.ItemID == LLUUID.Zero)
                {
                    continue;
                }

                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                    case 0:
                    case 1:
                    case 2:
                    case 3:
                        wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                        break;
                    default:
                        wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                        break;
                }

                AManager.GetInventoryAsset(wearableAsset);
                if ((wearableAsset.AssetData == null) || (wearableAsset.AssetData.Length == 0))
                {
                    Client.Log("Asset retrieval failed for AssetID: " + wearableAsset.AssetID, Helpers.LogLevel.Warning);
                }

                try
                {
                    foreach (KeyValuePair<uint, LLUUID> texture in wearableAsset.Textures)
                    {
                        AgentTextureEntry.CreateFace(texture.Key).TextureID = texture.Value;
                    }

                    foreach (KeyValuePair<uint, float> kvp in wearableAsset.Parameters)
                    {
                        AgentAppearanceParams[kvp.Key] = kvp.Value;
                    }
                }
                catch (Exception e)
                {
                    Client.Log("ItemID: " + wdb.ItemID + Environment.NewLine +
                        "WearableType: " + wdb.WearableType + Environment.NewLine +
                        "Retrieving as type: " + wearableAsset.Type + Environment.NewLine +
                        e.ToString() + Environment.NewLine +
                        wearableAsset.AssetDataToString(), Helpers.LogLevel.Error);
                }
            }

            // Correct the order of the textures
            foreach (uint faceid in AgentTextureEntry.FaceTextures.Keys)
            {
                switch (faceid)
                {
                    case 0:
                    case 1:
                    case 2:
                    case 3:
                    case 4:
                    case 5:
                    case 6:
                    case 7:
                    case 12:
                    case 13:
                    case 14:
                    case 15:
                    case 16:
                    case 17:
                    case 18:
                        break;
                    default:
                        Client.Log("Unknown order for FaceID: " + faceid + Environment.NewLine +
                            "Your wearables define a face that we don't know the order of.  Please " +
                            "capture a AgentSetAppearance packet for your current outfit and submit to " +
                            "[email protected], thanks!", Helpers.LogLevel.Info);
                        break;
                }
            }

            //Re-order texture faces to match Linden Labs internal data structure.
            TextureEntry te2 = new TextureEntry(AgentTextureEntry.DefaultTexture.TextureID);
            te2.CreateFace(18).TextureID = AgentTextureEntry.GetFace(18).TextureID;
            te2.CreateFace(17).TextureID = AgentTextureEntry.GetFace(17).TextureID;
            te2.CreateFace(16).TextureID = AgentTextureEntry.GetFace(16).TextureID;
            te2.CreateFace(15).TextureID = AgentTextureEntry.GetFace(15).TextureID;
            te2.CreateFace(14).TextureID = AgentTextureEntry.GetFace(14).TextureID;
            te2.CreateFace(13).TextureID = AgentTextureEntry.GetFace(13).TextureID;
            te2.CreateFace(12).TextureID = AgentTextureEntry.GetFace(12).TextureID;
            // I wonder if shoes are somewhere in here?
            te2.CreateFace(7).TextureID = AgentTextureEntry.GetFace(7).TextureID;
            te2.CreateFace(6).TextureID = AgentTextureEntry.GetFace(6).TextureID;
            te2.CreateFace(5).TextureID = AgentTextureEntry.GetFace(5).TextureID;
            te2.CreateFace(4).TextureID = AgentTextureEntry.GetFace(4).TextureID;
            te2.CreateFace(3).TextureID = AgentTextureEntry.GetFace(3).TextureID;
            te2.CreateFace(2).TextureID = AgentTextureEntry.GetFace(2).TextureID;
            te2.CreateFace(1).TextureID = AgentTextureEntry.GetFace(1).TextureID;
            te2.CreateFace(0).TextureID = AgentTextureEntry.GetFace(0).TextureID;

            AgentTextureEntry = te2;
        }
Exemple #7
0
        public void GetAvatarAppearanceInfoFromWearableAssets()
        {
            AgentWearablesUpdatePacket.WearableDataBlock[] wdbs = GetWearables();
            foreach (AgentWearablesUpdatePacket.WearableDataBlock wdb in wdbs)
            {
                if (wdb.ItemID == LLUUID.Zero)
                {
                    continue;
                }


                AssetWearable wearableAsset;

                switch (wdb.WearableType)
                {
                case 0:
                case 1:
                case 2:
                case 3:
                    wearableAsset = new AssetWearable_Body(wdb.AssetID, null);
                    break;

                default:
                    wearableAsset = new AssetWearable_Clothing(wdb.AssetID, null);
                    break;
                }


                AManager.GetInventoryAsset(wearableAsset);
                if ((wearableAsset.AssetData == null) || (wearableAsset.AssetData.Length == 0))
                {
                    Client.Log("Asset retrieval failed for AssetID: " + wearableAsset.AssetID, Helpers.LogLevel.Warning);
                }

                try
                {
                    foreach (KeyValuePair <uint, LLUUID> texture in wearableAsset.Textures)
                    {
                        AgentTextureEntry.CreateFace(texture.Key).TextureID = texture.Value;
                    }

                    foreach (KeyValuePair <uint, float> kvp in wearableAsset.Parameters)
                    {
                        AgentAppearanceParams[kvp.Key] = kvp.Value;
                    }
                }
                catch (Exception e)
                {
                    Client.Log("ItemID: " + wdb.ItemID + Environment.NewLine +
                               "WearableType: " + wdb.WearableType + Environment.NewLine +
                               "Retrieving as type: " + wearableAsset.Type + Environment.NewLine +
                               e.ToString() + Environment.NewLine +
                               wearableAsset.AssetDataToString(), Helpers.LogLevel.Error);
                }
            }


            // Correct the order of the textures
            foreach (uint faceid in AgentTextureEntry.FaceTextures.Keys)
            {
                switch (faceid)
                {
                case 0:
                case 1:
                case 2:
                case 3:
                case 4:
                case 5:
                case 6:
                case 7:
                case 12:
                case 13:
                case 14:
                case 15:
                case 16:
                case 17:
                case 18:
                    break;

                default:
                    Client.Log("Unknown order for FaceID: " + faceid + Environment.NewLine +
                               "Your wearables define a face that we don't know the order of.  Please " +
                               "capture a AgentSetAppearance packet for your current outfit and submit to " +
                               "[email protected], thanks!", Helpers.LogLevel.Info);
                    break;
                }
            }

            //Re-order texture faces to match Linden Labs internal data structure.
            TextureEntry te2 = new TextureEntry(AgentTextureEntry.DefaultTexture.TextureID);

            te2.CreateFace(18).TextureID = AgentTextureEntry.GetFace(18).TextureID;
            te2.CreateFace(17).TextureID = AgentTextureEntry.GetFace(17).TextureID;
            te2.CreateFace(16).TextureID = AgentTextureEntry.GetFace(16).TextureID;
            te2.CreateFace(15).TextureID = AgentTextureEntry.GetFace(15).TextureID;
            te2.CreateFace(14).TextureID = AgentTextureEntry.GetFace(14).TextureID;
            te2.CreateFace(13).TextureID = AgentTextureEntry.GetFace(13).TextureID;
            te2.CreateFace(12).TextureID = AgentTextureEntry.GetFace(12).TextureID;
            // I wonder if shoes are somewhere in here?
            te2.CreateFace(7).TextureID = AgentTextureEntry.GetFace(7).TextureID;
            te2.CreateFace(6).TextureID = AgentTextureEntry.GetFace(6).TextureID;
            te2.CreateFace(5).TextureID = AgentTextureEntry.GetFace(5).TextureID;
            te2.CreateFace(4).TextureID = AgentTextureEntry.GetFace(4).TextureID;
            te2.CreateFace(3).TextureID = AgentTextureEntry.GetFace(3).TextureID;
            te2.CreateFace(2).TextureID = AgentTextureEntry.GetFace(2).TextureID;
            te2.CreateFace(1).TextureID = AgentTextureEntry.GetFace(1).TextureID;
            te2.CreateFace(0).TextureID = AgentTextureEntry.GetFace(0).TextureID;

            AgentTextureEntry = te2;
        }