/// <summary> /// Update what the avatar is wearing using an item from their inventory. /// </summary> /// <param name = "client"></param> /// <param name = "e"></param> public void AvatarIsWearing(IClientAPI client, AvatarWearingArgs e) { IScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { MainConsole.Instance.WarnFormat("[AvatarFactory]: AvatarIsWearing unable to find presence for {0}", client.AgentId); return; } MainConsole.Instance.DebugFormat("[AvatarFactory]: AvatarIsWearing called for {0}", client.AgentId); // operate on a copy of the appearance so we don't have to lock anything IAvatarAppearanceModule appearance = sp.RequestModuleInterface<IAvatarAppearanceModule>(); AvatarAppearance avatAppearance = new AvatarAppearance(appearance.Appearance, false); IOpenRegionSettingsModule module = m_scene.RequestModuleInterface<IOpenRegionSettingsModule>(); bool NeedsRebake = false; if (module != null && module.EnableTeenMode) { foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type == 10 & wear.ItemID == UUID.Zero && module.DefaultUnderpants != UUID.Zero) { NeedsRebake = true; wear.ItemID = module.DefaultUnderpants; InventoryItemBase item = new InventoryItemBase(UUID.Random()) { InvType = (int) InventoryType.Wearable, AssetType = (int) AssetType.Clothing, Name = "Default Underpants", Folder = m_scene.InventoryService.GetFolderForType(client.AgentId, InventoryType. Wearable, AssetType. Clothing).ID, Owner = client.AgentId, CurrentPermissions = 0, CreatorId = UUID.Zero.ToString(), AssetID = module.DefaultUnderpants }; //Locked client.SendInventoryItemCreateUpdate(item, 0); } else if (wear.Type == 10 & wear.ItemID == UUID.Zero) { NeedsRebake = true; InventoryItemBase item = new InventoryItemBase(UUID.Random()) { InvType = (int) InventoryType.Wearable, AssetType = (int) AssetType.Clothing, Name = "Default Underpants", Folder = m_scene.InventoryService.GetFolderForType(client.AgentId, InventoryType. Wearable, AssetType. Clothing).ID, Owner = client.AgentId, CurrentPermissions = 0 }; //Locked if (m_underPantsUUID == UUID.Zero) { m_underPantsUUID = UUID.Random(); AssetBase asset = new AssetBase(m_underPantsUUID, "Default Underpants", AssetType.Clothing, UUID.Zero) {Data = Utils.StringToBytes(m_defaultUnderPants)}; asset.FillHash(); asset.ID = m_scene.AssetService.Store(asset); m_underPantsUUID = asset.ID; } item.CreatorId = UUID.Zero.ToString(); item.AssetID = m_underPantsUUID; m_scene.InventoryService.AddItem(item); client.SendInventoryItemCreateUpdate(item, 0); wear.ItemID = item.ID; } if (wear.Type == 11 && wear.ItemID == UUID.Zero && module.DefaultUndershirt != UUID.Zero) { NeedsRebake = true; wear.ItemID = module.DefaultUndershirt; InventoryItemBase item = new InventoryItemBase(UUID.Random()) { InvType = (int) InventoryType.Wearable, AssetType = (int) AssetType.Clothing, Name = "Default Undershirt", Folder = m_scene.InventoryService.GetFolderForType(client.AgentId, InventoryType. Wearable, AssetType. Clothing).ID, Owner = client.AgentId, CurrentPermissions = 0, CreatorId = UUID.Zero.ToString(), AssetID = module.DefaultUndershirt }; //Locked client.SendInventoryItemCreateUpdate(item, 0); } else if (wear.Type == 11 & wear.ItemID == UUID.Zero) { NeedsRebake = true; InventoryItemBase item = new InventoryItemBase(UUID.Random()) { InvType = (int) InventoryType.Wearable, AssetType = (int) AssetType.Clothing, Name = "Default Undershirt", Folder = m_scene.InventoryService.GetFolderForType(client.AgentId, InventoryType. Wearable, AssetType. Clothing).ID, Owner = client.AgentId, CurrentPermissions = 0 }; //Locked if (m_underShirtUUID == UUID.Zero) { m_underShirtUUID = UUID.Random(); AssetBase asset = new AssetBase(m_underShirtUUID, "Default Undershirt", AssetType.Clothing, UUID.Zero) {Data = Utils.StringToBytes(m_defaultUnderShirt)}; asset.FillHash(); asset.ID = m_scene.AssetService.Store(asset); m_underShirtUUID = asset.ID; } item.CreatorId = UUID.Zero.ToString(); item.AssetID = m_underShirtUUID; m_scene.InventoryService.AddItem(item); client.SendInventoryItemCreateUpdate(item, 0); wear.ItemID = item.ID; } } } #if (!ISWIN) foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type < AvatarWearable.MAX_WEARABLES) { /*if (incomingLinks.ContainsKey (wear.ItemID)) { wear.ItemID = incomingLinks[wear.ItemID]; }*/ avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero); } } #else foreach (AvatarWearingArgs.Wearable wear in e.NowWearing.Where(wear => wear.Type < AvatarWearable.MAX_WEARABLES)) { avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero); } #endif avatAppearance.GetAssetsFrom(appearance.Appearance); // This could take awhile since it needs to pull inventory SetAppearanceAssets(sp.UUID, e.NowWearing, appearance.Appearance, ref avatAppearance); // could get fancier with the locks here, but in the spirit of "last write wins" // this should work correctly, also, we don't need to send the appearance here // since the "iswearing" will trigger a new set of visual param and baked texture changes // when those complete, the new appearance will be sent appearance.Appearance = avatAppearance; if (NeedsRebake) { //Tell the client about the new things it is wearing sp.ControllingClient.SendWearables(appearance.Appearance.Wearables, appearance.Appearance.Serial); //Then forcefully tell it to rebake #if (!ISWIN) foreach (Primitive.TextureEntryFace t in appearance.Appearance.Texture.FaceTextures) { Primitive.TextureEntryFace face = (t); if (face != null) { sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); } } #else foreach (Primitive.TextureEntryFace face in appearance.Appearance.Texture.FaceTextures.Select(t => (t)).Where(face => face != null)) { sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); } #endif } QueueAppearanceSave(sp.UUID); //Send the wearables HERE so that the client knows what it is wearing //sp.ControllingClient.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial); //Do not save or send the appearance! The client loops back and sends a bunch of SetAppearance // (handled above) and that takes care of it }