don't trust appearance assetid, instead do an inventory

lookup any time we get it from the server.  This should
preventent unwearable appearance.
This commit is contained in:
Sean Dague
2008-05-22 20:07:31 +00:00
parent 811cd3e0bf
commit 1c49752a44
3 changed files with 58 additions and 38 deletions

View File

@@ -46,20 +46,25 @@ namespace OpenSim.Region.Modules.AvatarFactory
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene = null;
private static readonly AvatarAppearance def = new AvatarAppearance();
public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
{
appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
if (appearance != null)
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(avatarId);
if ((profile != null) && (profile.RootFolder != null))
{
m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
return true;
}
else
{
m_log.InfoFormat("[APPEARANCE] appearance not found for {0}", avatarId.ToString());
return false;
appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
if (appearance != null)
{
SetAppearanceAssets(profile, ref appearance);
m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
return true;
}
}
appearance = CreateDefault(avatarId);
m_log.InfoFormat("[APPEARANCE] appearance not found for {0}, creating default", avatarId.ToString());
return false;
}
private AvatarAppearance CreateDefault(LLUUID avatarId)
@@ -113,6 +118,41 @@ namespace OpenSim.Region.Modules.AvatarFactory
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
public void SetAppearanceAssets(CachedUserInfo profile, ref AvatarAppearance appearance)
{
if (profile.RootFolder != null)
{
for (int i = 0; i < 13; i++)
{
if (appearance.Wearables[i].ItemID == LLUUID.Zero)
{
appearance.Wearables[i].AssetID = LLUUID.Zero;
}
else
{
LLUUID assetId;
InventoryItemBase baseItem = profile.RootFolder.FindItem(appearance.Wearables[i].ItemID);
if (baseItem != null)
{
appearance.Wearables[i].AssetID = baseItem.AssetID;
}
else
{
m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, setting to default", appearance.Wearables[i].ItemID);
appearance.Wearables[i].AssetID = def.Wearables[i].AssetID;
}
}
}
}
else
{
m_log.Error("[APPEARANCE] you have no inventory, appearance stuff isn't going to work");
}
}
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
{
IClientAPI clientView = (IClientAPI)sender;
@@ -138,30 +178,11 @@ namespace OpenSim.Region.Modules.AvatarFactory
{
if (wear.Type < 13)
{
if (wear.ItemID == LLUUID.Zero)
{
avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero;
avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero;
}
else
{
LLUUID assetId;
InventoryItemBase baseItem = profile.RootFolder.FindItem(wear.ItemID);
if (baseItem != null)
{
assetId = baseItem.AssetID;
avatAppearance.Wearables[wear.Type].AssetID = assetId;
avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
}
else
{
m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, not wearing", wear.ItemID);
}
}
avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
}
}
SetAppearanceAssets(profile, ref avatAppearance);
m_scene.CommsManager.UserService.UpdateUserAppearance(clientView.AgentId, avatAppearance);
avatar.Appearance = avatAppearance;
}