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authorMatthew Breindel (Falcon) <falcon@lindenlab.com>2010-04-01 11:32:50 -0700
committerMatthew Breindel (Falcon) <falcon@lindenlab.com>2010-04-01 11:32:50 -0700
commit07ff392e8d12214dc23884a092204f00386109a9 (patch)
treea23e03269da7d99e9882531750d7c17e3e3db868 /indra/newview/llstartup.cpp
parent19c83c67c42305e41bff4b651975671d34a22b55 (diff)
parentbb4836f53d98d987a1702f970d4b853eaa529907 (diff)
Merge
Diffstat (limited to 'indra/newview/llstartup.cpp')
-rw-r--r--indra/newview/llstartup.cpp58
1 files changed, 37 insertions, 21 deletions
diff --git a/indra/newview/llstartup.cpp b/indra/newview/llstartup.cpp
index d4d6a74f0c..b5a73a3143 100644
--- a/indra/newview/llstartup.cpp
+++ b/indra/newview/llstartup.cpp
@@ -62,6 +62,7 @@
#include "llimfloater.h"
#include "lllocationhistory.h"
#include "llimageworker.h"
+
#include "llloginflags.h"
#include "llmd5.h"
#include "llmemorystream.h"
@@ -88,6 +89,7 @@
#include "v3math.h"
#include "llagent.h"
+#include "llagentcamera.h"
#include "llagentpicksinfo.h"
#include "llagentwearables.h"
#include "llagentpilot.h"
@@ -115,6 +117,7 @@
#include "llimagebmp.h"
#include "llinventorybridge.h"
#include "llinventorymodel.h"
+#include "llinventorymodelbackgroundfetch.h"
#include "llfriendcard.h"
#include "llkeyboard.h"
#include "llloginhandler.h" // gLoginHandler, SLURL support
@@ -937,6 +940,9 @@ bool idle_startup()
// Load Avatars icons cache
LLAvatarIconIDCache::getInstance()->load();
+
+ // Load media plugin cookies
+ LLViewerMedia::loadCookieFile();
//-------------------------------------------------
// Handle startup progress screen
@@ -1134,6 +1140,7 @@ bool idle_startup()
// Finish agent initialization. (Requires gSavedSettings, builds camera)
gAgent.init();
+ gAgentCamera.init();
set_underclothes_menu_options();
// Since we connected, save off the settings so the user doesn't have to
@@ -1172,7 +1179,7 @@ bool idle_startup()
// World initialization must be done after above window init
// User might have overridden far clip
- LLWorld::getInstance()->setLandFarClip( gAgent.mDrawDistance );
+ LLWorld::getInstance()->setLandFarClip(gAgentCamera.mDrawDistance);
// Before we create the first region, we need to set the agent's mOriginGlobal
// This is necessary because creating objects before this is set will result in a
@@ -1336,8 +1343,8 @@ bool idle_startup()
gAgent.setPositionAgent(agent_start_position_region);
gAgent.resetAxes(gAgentStartLookAt);
- gAgent.stopCameraAnimation();
- gAgent.resetCamera();
+ gAgentCamera.stopCameraAnimation();
+ gAgentCamera.resetCamera();
// Initialize global class data needed for surfaces (i.e. textures)
if (!gNoRender)
@@ -1741,7 +1748,7 @@ bool idle_startup()
{
LL_DEBUGS("AppInit") << "Gesture Manager loading " << gesture_options.size()
<< LL_ENDL;
- std::vector<LLUUID> item_ids;
+ uuid_vec_t item_ids;
for(LLSD::array_const_iterator resp_it = gesture_options.beginArray(),
end = gesture_options.endArray(); resp_it != end; ++resp_it)
{
@@ -1755,7 +1762,7 @@ bool idle_startup()
// Could schedule and delay these for later.
const BOOL no_inform_server = FALSE;
const BOOL no_deactivate_similar = FALSE;
- LLGestureManager::instance().activateGestureWithAsset(item_id, asset_id,
+ LLGestureMgr::instance().activateGestureWithAsset(item_id, asset_id,
no_inform_server,
no_deactivate_similar);
// We need to fetch the inventory items for these gestures
@@ -1764,7 +1771,7 @@ bool idle_startup()
}
}
// no need to add gesture to inventory observer, it's already made in constructor
- LLGestureManager::instance().fetchItems(item_ids);
+ LLGestureMgr::instance().fetchItems(item_ids);
}
}
gDisplaySwapBuffers = TRUE;
@@ -1810,15 +1817,15 @@ bool idle_startup()
if (samename)
{
// restore old camera pos
- gAgent.setFocusOnAvatar(FALSE, FALSE);
- gAgent.setCameraPosAndFocusGlobal(gSavedSettings.getVector3d("CameraPosOnLogout"), gSavedSettings.getVector3d("FocusPosOnLogout"), LLUUID::null);
+ gAgentCamera.setFocusOnAvatar(FALSE, FALSE);
+ gAgentCamera.setCameraPosAndFocusGlobal(gSavedSettings.getVector3d("CameraPosOnLogout"), gSavedSettings.getVector3d("FocusPosOnLogout"), LLUUID::null);
BOOL limit_hit = FALSE;
- gAgent.calcCameraPositionTargetGlobal(&limit_hit);
+ gAgentCamera.calcCameraPositionTargetGlobal(&limit_hit);
if (limit_hit)
{
- gAgent.setFocusOnAvatar(TRUE, FALSE);
+ gAgentCamera.setFocusOnAvatar(TRUE, FALSE);
}
- gAgent.stopCameraAnimation();
+ gAgentCamera.stopCameraAnimation();
}
}
else
@@ -1841,7 +1848,7 @@ bool idle_startup()
}
//DEV-17797. get null folder. Any items found here moved to Lost and Found
- LLInventoryModel::findLostItems();
+ LLInventoryModelBackgroundFetch::instance().findLostItems();
LLStartUp::setStartupState( STATE_PRECACHE );
timeout.reset();
@@ -1859,7 +1866,7 @@ bool idle_startup()
if (gAgent.isFirstLogin()
&& !sInitialOutfit.empty() // registration set up an outfit
&& !sInitialOutfitGender.empty() // and a gender
- && gAgent.getAvatarObject() // can't wear clothes without object
+ && isAgentAvatarValid() // can't wear clothes without object
&& !gAgent.isGenderChosen() ) // nothing already loading
{
// Start loading the wearables, textures, gestures
@@ -1867,7 +1874,7 @@ bool idle_startup()
}
// wait precache-delay and for agent's avatar or a lot longer.
- if(((timeout_frac > 1.f) && gAgent.getAvatarObject())
+ if(((timeout_frac > 1.f) && isAgentAvatarValid())
|| (timeout_frac > 3.f))
{
LLStartUp::setStartupState( STATE_WEARABLES_WAIT );
@@ -1923,8 +1930,8 @@ bool idle_startup()
if (gAgent.isFirstLogin())
{
// wait for avatar to be completely loaded
- if (gAgent.getAvatarObject()
- && gAgent.getAvatarObject()->isFullyLoaded())
+ if (isAgentAvatarValid()
+ && gAgentAvatarp->isFullyLoaded())
{
//llinfos << "avatar fully loaded" << llendl;
LLStartUp::setStartupState( STATE_CLEANUP );
@@ -2531,7 +2538,7 @@ void LLStartUp::loadInitialOutfit( const std::string& outfit_folder_name,
llinfos << "starting" << llendl;
// Not going through the processAgentInitialWearables path, so need to set this here.
- LLAppearanceManager::instance().setAttachmentInvLinkEnable(true);
+ LLAppearanceMgr::instance().setAttachmentInvLinkEnable(true);
// Initiate creation of COF, since we're also bypassing that.
gInventory.findCategoryUUIDForType(LLFolderType::FT_CURRENT_OUTFIT);
@@ -2562,13 +2569,13 @@ void LLStartUp::loadInitialOutfit( const std::string& outfit_folder_name,
bool do_copy = true;
bool do_append = false;
LLViewerInventoryCategory *cat = gInventory.getCategory(cat_id);
- LLAppearanceManager::instance().wearInventoryCategory(cat, do_copy, do_append);
+ LLAppearanceMgr::instance().wearInventoryCategory(cat, do_copy, do_append);
}
// Copy gestures
LLUUID dst_id = gInventory.findCategoryUUIDForType(LLFolderType::FT_GESTURE);
LLPointer<LLInventoryCallback> cb(NULL);
- LLAppearanceManager *app_mgr = &(LLAppearanceManager::instance());
+ LLAppearanceMgr *app_mgr = &(LLAppearanceMgr::instance());
// - Copy gender-specific gestures.
LLUUID gestures_cat_id = findDescendentCategoryIDByName(
@@ -2577,7 +2584,7 @@ void LLStartUp::loadInitialOutfit( const std::string& outfit_folder_name,
if (gestures_cat_id.notNull())
{
callAfterCategoryFetch(gestures_cat_id,
- boost::bind(&LLAppearanceManager::shallowCopyCategory,
+ boost::bind(&LLAppearanceMgr::shallowCopyCategory,
app_mgr,
gestures_cat_id,
dst_id,
@@ -2591,7 +2598,7 @@ void LLStartUp::loadInitialOutfit( const std::string& outfit_folder_name,
if (common_gestures_cat_id.notNull())
{
callAfterCategoryFetch(common_gestures_cat_id,
- boost::bind(&LLAppearanceManager::shallowCopyCategory,
+ boost::bind(&LLAppearanceMgr::shallowCopyCategory,
app_mgr,
common_gestures_cat_id,
dst_id,
@@ -2719,6 +2726,8 @@ void LLStartUp::postStartupState()
void reset_login()
{
+ gAgentWearables.cleanup();
+ gAgentCamera.cleanup();
gAgent.cleanup();
LLWorld::getInstance()->destroyClass();
@@ -3078,6 +3087,13 @@ bool process_login_success_response()
}
}
+ // Start the process of fetching the OpenID session cookie for this user login
+ std::string openid_url = response["openid_url"];
+ if(!openid_url.empty())
+ {
+ std::string openid_token = response["openid_token"];
+ LLViewerMedia::openIDSetup(openid_url, openid_token);
+ }
bool success = false;
// JC: gesture loading done below, when we have an asset system