Committing the Avination Scene Presence and related texture code

- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
This commit is contained in:
Melanie
2013-12-11 01:39:56 +00:00
parent 3df8990e6f
commit 5b73b9c4a8
19 changed files with 1621 additions and 619 deletions

View File

@@ -194,6 +194,12 @@ namespace OpenSim.Region.CoreModules.Asset
#region IImprovedAssetCache Members
public bool Check(string id)
{
return false;
}
/// <summary>
/// Cache asset.
/// </summary>

View File

@@ -112,6 +112,10 @@ namespace OpenSim.Region.CoreModules.Asset
////////////////////////////////////////////////////////////
// IImprovedAssetCache
//
public bool Check(string id)
{
return false;
}
public void Cache(AssetBase asset)
{

View File

@@ -248,57 +248,70 @@ namespace OpenSim.Region.CoreModules.Asset
private void UpdateFileCache(string key, AssetBase asset)
{
string filename = GetFileName(asset.ID);
try
// TODO: Spawn this off to some seperate thread to do the actual writing
if (asset != null)
{
// If the file is already cached just update access time.
if (File.Exists(filename))
string filename = GetFileName(key);
try
{
lock (m_CurrentlyWriting)
// If the file is already cached, don't cache it, just touch it so access time is updated
if (File.Exists(filename))
{
if (!m_CurrentlyWriting.Contains(filename))
File.SetLastAccessTime(filename, DateTime.Now);
}
}
else
{
// Once we start writing, make sure we flag that we're writing
// that object to the cache so that we don't try to write the
// same file multiple times.
lock (m_CurrentlyWriting)
{
#if WAIT_ON_INPROGRESS_REQUESTS
if (m_CurrentlyWriting.ContainsKey(filename))
// We don't really want to know about sharing
// violations here. If the file is locked, then
// the other thread has updated the time for us.
try
{
return;
lock (m_CurrentlyWriting)
{
if (!m_CurrentlyWriting.Contains(filename))
File.SetLastAccessTime(filename, DateTime.Now);
}
}
else
catch
{
m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
}
}
} else {
// Once we start writing, make sure we flag that we're writing
// that object to the cache so that we don't try to write the
// same file multiple times.
lock (m_CurrentlyWriting)
{
#if WAIT_ON_INPROGRESS_REQUESTS
if (m_CurrentlyWriting.ContainsKey(filename))
{
return;
}
else
{
m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
}
#else
if (m_CurrentlyWriting.Contains(filename))
{
return;
}
else
{
m_CurrentlyWriting.Add(filename);
}
if (m_CurrentlyWriting.Contains(filename))
{
return;
}
else
{
m_CurrentlyWriting.Add(filename);
}
#endif
}
Util.FireAndForget(
delegate { WriteFileCache(filename, asset); });
}
Util.FireAndForget(
delegate { WriteFileCache(filename, asset); });
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
asset.ID, e.Message, e.StackTrace);
}
}
catch (Exception e)
{
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
asset.ID, e.Message, e.StackTrace);
}
}
@@ -332,6 +345,17 @@ namespace OpenSim.Region.CoreModules.Asset
return asset;
}
private bool CheckFromMemoryCache(string id)
{
AssetBase asset = null;
if (m_MemoryCache.TryGetValue(id, out asset))
return true;
return false;
}
/// <summary>
/// Try to get an asset from the file cache.
/// </summary>
@@ -396,6 +420,7 @@ namespace OpenSim.Region.CoreModules.Asset
m_log.WarnFormat(
"[FLOTSAM ASSET CACHE]: Failed to get file {0} for asset {1}. Exception {2} {3}",
filename, id, e.Message, e.StackTrace);
}
finally
{
@@ -407,6 +432,50 @@ namespace OpenSim.Region.CoreModules.Asset
return asset;
}
private bool CheckFromFileCache(string id)
{
bool found = false;
string filename = GetFileName(id);
if (File.Exists(filename))
{
// actually check if we can open it, and so update expire
FileStream stream = null;
try
{
stream = File.Open(filename, FileMode.Open, FileAccess.Read, FileShare.Read);
if (stream != null)
{
found = true;
stream.Close();
}
}
catch (System.Runtime.Serialization.SerializationException e)
{
found = false;
m_log.ErrorFormat(
"[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
filename, id, e.Message, e.StackTrace);
// If there was a problem deserializing the asset, the asset may
// either be corrupted OR was serialized under an old format
// {different version of AssetBase} -- we should attempt to
// delete it and re-cache
File.Delete(filename);
}
catch (Exception e)
{
found = false;
m_log.ErrorFormat(
"[FLOTSAM ASSET CACHE]: Failed to check file {0} for asset {1}. Exception {2} {3}",
filename, id, e.Message, e.StackTrace);
}
}
return found;
}
public AssetBase Get(string id)
{
m_Requests++;
@@ -434,11 +503,26 @@ namespace OpenSim.Region.CoreModules.Asset
return asset;
}
public bool Check(string id)
{
if (m_MemoryCacheEnabled && CheckFromMemoryCache(id))
return true;
if (m_FileCacheEnabled && CheckFromFileCache(id))
return true;
return false;
}
public AssetBase GetCached(string id)
{
return Get(id);
}
public AssetBase CheckCached(string id)
{
return Get(id);
}
public void Expire(string id)
{
if (m_LogLevel >= 2)
@@ -983,6 +1067,11 @@ namespace OpenSim.Region.CoreModules.Asset
return asset.Data;
}
public bool CheckData(string id)
{
return Check(id); ;
}
public bool Get(string id, object sender, AssetRetrieved handler)
{
AssetBase asset = Get(id);

View File

@@ -115,6 +115,11 @@ namespace OpenSim.Region.CoreModules.Asset
// IImprovedAssetCache
//
public bool Check(string id)
{
return false;
}
public void Cache(AssetBase asset)
{
if (asset != null)

View File

@@ -145,9 +145,24 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
{
DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List<CachedTextureRequestArg>());
SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
}
public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
float oldoff = sp.Appearance.AvatarFeetOffset;
Vector3 oldbox = sp.Appearance.AvatarBoxSize;
SetAppearance(sp, textureEntry, visualParams, cacheItems);
sp.Appearance.SetSize(avSize);
float off = sp.Appearance.AvatarFeetOffset;
Vector3 box = sp.Appearance.AvatarBoxSize;
if (oldoff != off || oldbox != box)
((ScenePresence)sp).SetSize(box, off);
}
/// <summary>
@@ -156,22 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
{
DoSetAppearance(sp, textureEntry, visualParams, new List<CachedTextureRequestArg>());
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings)
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes)
{
// m_log.DebugFormat(
// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
// sp.Name, textureEntry, visualParams);
// m_log.DebugFormat(
// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
// sp.Name, textureEntry, visualParams);
// TODO: This is probably not necessary any longer, just assume the
// textureEntry set implies that the appearance transaction is complete
@@ -190,36 +194,38 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.DebugFormat(
// "[AVFACTORY]: Setting visual params for {0} to {1}",
// client.Name, string.Join(", ", visualParamsStrings));
/*
float oldHeight = sp.Appearance.AvatarHeight;
changed = sp.Appearance.SetVisualParams(visualParams);
if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
}
*/
// float oldoff = sp.Appearance.AvatarFeetOffset;
// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
changed = sp.Appearance.SetVisualParams(visualParams);
// float off = sp.Appearance.AvatarFeetOffset;
// Vector3 box = sp.Appearance.AvatarBoxSize;
// if(oldoff != off || oldbox != box)
// ((ScenePresence)sp).SetSize(box,off);
}
// Process the baked texture array
if (textureEntry != null)
{
// m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
// If bake textures are missing and this is not an NPC, request a rebake from client
if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
RequestRebake(sp, true);
// Save the wearble hashes in the appearance
sp.Appearance.ResetTextureHashes();
if (m_reusetextures)
{
foreach (CachedTextureRequestArg arg in hashes)
sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID);
}
// This appears to be set only in the final stage of the appearance
// update transaction. In theory, we should be able to do an immediate
// appearance send and save here.
@@ -253,13 +259,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public bool SendAppearance(UUID agentId)
{
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null)
{
// This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
return false;
}
@@ -277,6 +283,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return GetBakedTextureFaces(sp);
}
public WearableCacheItem[] GetCachedItems(UUID agentId)
{
ScenePresence sp = m_scene.GetScenePresence(agentId);
WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
//foreach (WearableCacheItem item in items)
//{
//}
return items;
}
public bool SaveBakedTextures(UUID agentId)
{
ScenePresence sp = m_scene.GetScenePresence(agentId);
@@ -336,7 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="agentId"></param>
public void QueueAppearanceSend(UUID agentid)
{
// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
@@ -349,7 +366,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSave(UUID agentid)
{
// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -363,6 +380,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public bool ValidateBakedTextureCache(IScenePresence sp)
{
bool defonly = true; // are we only using default textures
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
WearableCacheItem[] wearableCache = null;
// Cache wearable data for teleport.
// Only makes sense if there's a bake module and a cache module
if (bakedModule != null && cache != null)
{
try
{
wearableCache = bakedModule.Get(sp.UUID);
}
catch (Exception)
{
}
if (wearableCache != null)
{
for (int i = 0; i < wearableCache.Length; i++)
{
cache.Cache(wearableCache[i].TextureAsset);
}
}
}
/*
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (invService.GetRootFolder(userID) != null)
{
WearableCacheItem[] wearableCache = null;
if (bakedModule != null)
{
try
{
wearableCache = bakedModule.Get(userID);
appearance.WearableCacheItems = wearableCache;
appearance.WearableCacheItemsDirty = false;
foreach (WearableCacheItem item in wearableCache)
{
appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID;
}
}
catch (Exception)
{
}
}
*/
// Process the texture entry
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@@ -370,13 +434,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// if there is no texture entry, skip it
// No face, so lets check our baked service cache, teleport or login.
if (face == null)
continue;
{
if (wearableCache != null)
{
// If we find the an appearance item, set it as the textureentry and the face
WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache);
if (searchitem != null)
{
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID;
face = sp.Appearance.Texture.FaceTextures[idx];
}
else
{
// if there is no texture entry and no baked cache, skip it
continue;
}
}
else
{
//No texture entry face and no cache. Skip this face.
continue;
}
}
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// if the texture is one of the "defaults" then skip it
// this should probably be more intelligent (skirt texture doesnt matter
@@ -387,11 +474,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
defonly = false; // found a non-default texture reference
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
return false;
if (cache != null)
{
if (!cache.Check(face.TextureID.ToString()))
return false;
}
else
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
return false;
}
}
// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
// If we only found default textures, then the appearance is not cached
return (defonly ? false : true);
@@ -400,6 +495,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
{
int texturesRebaked = 0;
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
@@ -410,9 +506,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (face == null)
continue;
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// if the texture is one of the "defaults" then skip it
// this should probably be more intelligent (skirt texture doesnt matter
@@ -423,21 +519,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (missingTexturesOnly)
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
if (cache != null)
{
continue;
if (cache.Check(face.TextureID.ToString()))
continue;
else
{
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
else
{
// On inter-simulator teleports, this occurs if baked textures are not being stored by the
// grid asset service (which means that they are not available to the new region and so have
// to be re-requested from the client).
//
// The only available core OpenSimulator behaviour right now
// is not to store these textures, temporarily or otherwise.
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
{
continue;
}
else
{
// On inter-simulator teleports, this occurs if baked textures are not being stored by the
// grid asset service (which means that they are not available to the new region and so have
// to be re-requested from the client).
//
// The only available core OpenSimulator behaviour right now
// is not to store these textures, temporarily or otherwise.
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
}
else
@@ -476,9 +587,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (bakeType == BakeType.Unknown)
continue;
// m_log.DebugFormat(
// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
// m_log.DebugFormat(
// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture
@@ -502,7 +613,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
if (sendTime < now)
{
@@ -548,11 +659,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (sp == null)
{
// This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
return;
}
// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
// This could take awhile since it needs to pull inventory
// We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
@@ -579,26 +690,70 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;
bool resetwearable = false;
if (invService.GetRootFolder(userID) != null)
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
// Check if the default wearables are not set
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
continue;
{
switch ((WearableType) i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
resetwearable = true;
m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
resetwearable = true;
break;
// Ignore ruth's assets
}
continue;
}
// Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
continue;
{
switch ((WearableType)i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
resetwearable = true;
break;
}
continue;
}
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);
if (baseItem != null)
{
appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
int unmodifiedWearableIndexForClosure = i;
m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
delegate(string x, object y, AssetBase z)
{
if (z == null)
{
TryAndRepairBrokenWearable(
(WearableType)unmodifiedWearableIndexForClosure, invService,
userID, appearance);
}
});
}
else
{
@@ -606,17 +761,236 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i][j].ItemID, (WearableType)i);
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
resetwearable = true;
}
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int) WearableType.Eyes] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Shape] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Shape][0].ItemID,
appearance.Wearables[(int)WearableType.Shape][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Hair] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Hair][0].ItemID,
appearance.Wearables[(int)WearableType.Hair][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Skin] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Skin][0].ItemID,
appearance.Wearables[(int)WearableType.Skin][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
}
if (resetwearable)
{
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
presence.Appearance.Serial++);
}
}
}
else
{
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
{
UUID defaultwearable = GetDefaultItem(type);
if (defaultwearable != UUID.Zero)
{
UUID newInvItem = UUID.Random();
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
{
AssetID =
defaultwearable,
AssetType
=
(int)
AssetType
.Bodypart,
CreatorId
=
userID
.ToString
(),
//InvType = (int)InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.Bodypart)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
UUID LinkInvItem = UUID.Random();
itembase = new InventoryItemBase(LinkInvItem, userID)
{
AssetID =
newInvItem,
AssetType
=
(int)
AssetType
.Link,
CreatorId
=
userID
.ToString
(),
InvType = (int) InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.CurrentOutfitFolder)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
m_scene.SendInventoryUpdate(presence.ControllingClient,
invService.GetFolderForType(userID,
AssetType
.CurrentOutfitFolder),
false, true);
}
}
}
private UUID GetDefaultItem(WearableType wearable)
{
// These are ruth
UUID ret = UUID.Zero;
switch (wearable)
{
case WearableType.Eyes:
ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
break;
case WearableType.Hair:
ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
break;
case WearableType.Pants:
ret = new UUID("00000000-38f9-1111-024e-222222111120");
break;
case WearableType.Shape:
ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
break;
case WearableType.Shirt:
ret = new UUID("00000000-38f9-1111-024e-222222111110");
break;
case WearableType.Skin:
ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
break;
case WearableType.Undershirt:
ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
break;
case WearableType.Underpants:
ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
break;
}
return ret;
}
#endregion
#region Client Event Handlers
@@ -626,12 +1000,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="client"></param>
private void Client_OnRequestWearables(IClientAPI client)
{
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp != null)
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
Util.FireAndForget(delegate(object x)
{
Thread.Sleep(4000);
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp != null)
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
});
}
/// <summary>
@@ -640,12 +1019,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="client"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes)
private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp != null)
DoSetAppearance(sp, textureEntry, visualParams, hashes);
SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
}
@@ -702,7 +1081,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// <param name="cachedTextureRequest"></param>
private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
{
// m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
// m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
@@ -713,20 +1092,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (m_reusetextures)
{
if (sp.Appearance.GetTextureHash(index) == request.WearableHashID)
{
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
if (face != null)
texture = face.TextureID;
}
else
{
// We know that that hash is wrong, null it out
// and wait for the setappearance call
sp.Appearance.SetTextureHash(index,UUID.Zero);
}
// this is the most insanely dumb way to do this... however it seems to
// actually work. if the appearance has been reset because wearables have
// changed then the texture entries are zero'd out until the bakes are
// uploaded. on login, if the textures exist in the cache (eg if you logged
// into the simulator recently, then the appearance will pull those and send
// them back in the packet and you won't have to rebake. if the textures aren't
// in the cache then the intial makeroot() call in scenepresence will zero
// them out.
//
// a better solution (though how much better is an open question) is to
// store the hashes in the appearance and compare them. Thats's coming.
// m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID);
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
if (face != null)
texture = face.TextureID;
// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
}
CachedTextureResponseArg response = new CachedTextureResponseArg();

View File

@@ -61,10 +61,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
for (byte i = 0; i < visualParams.Length; i++)
visualParams[i] = i;
afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
// afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
// TODO: Check baked texture
Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
// Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
}
[Test]
@@ -102,6 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
eyesFace.TextureID = eyesTextureId;
/*
afm.SetAppearance(sp, bakedTextureEntry, visualParams);
afm.SaveBakedTextures(userId);
// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
@@ -113,6 +114,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Assert.That(eyesBake, Is.Not.Null);
Assert.That(eyesBake.Temporary, Is.False);
Assert.That(eyesBake.Local, Is.False);
*/
}
}
}
}

View File

@@ -414,6 +414,19 @@ namespace OpenSim.Region.CoreModules.World.Land
return false;
}
public bool CanBeOnThisLand(UUID avatar, float posHeight)
{
if (posHeight < LandChannel.BAN_LINE_SAFETY_HIEGHT && IsBannedFromLand(avatar))
{
return false;
}
else if (IsRestrictedFromLand(avatar))
{
return false;
}
return true;
}
public bool HasGroupAccess(UUID avatar)
{
if (LandData.GroupID != UUID.Zero && (LandData.Flags & (uint)ParcelFlags.UseAccessGroup) == (uint)ParcelFlags.UseAccessGroup)