Very partial Avatar Appearance (ie, clothes/body parts) "storage". In standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.

Just need to store this data out to a database.
This commit is contained in:
MW
2007-12-02 14:56:23 +00:00
parent 86ae8e97cd
commit cac98171e5
5 changed files with 104 additions and 41 deletions

View File

@@ -1,5 +1,6 @@
using System;
using libsecondlife;
using System.Collections.Generic;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
@@ -11,18 +12,30 @@ namespace OpenSim.Region.Environment.Modules
public class AvatarFactoryModule : IAvatarFactory
{
private Scene m_scene = null;
private Dictionary<LLUUID, AvatarWearing> m_avatarsClothes = new Dictionary<LLUUID, AvatarWearing>();
public bool TryGetIntialAvatarAppearance(LLUUID avatarId, out AvatarWearable[] wearables,
out byte[] visualParams)
{
GetDefaultAvatarAppearance(out wearables, out visualParams);
return true;
if (!m_avatarsClothes.ContainsKey(avatarId))
{
GetDefaultAvatarAppearance(out wearables, out visualParams);
AvatarWearing wearing = new AvatarWearing(wearables);
m_avatarsClothes[avatarId] = wearing;
return true;
}
else
{
visualParams = SetDefaultVisualParams();
wearables = m_avatarsClothes[avatarId].IsWearing;
return true;
}
}
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<IAvatarFactory>(this);
// scene.EventManager.OnNewClient += NewClient;
scene.EventManager.OnNewClient += NewClient;
if (m_scene == null)
{
@@ -50,43 +63,97 @@ namespace OpenSim.Region.Environment.Modules
public void NewClient(IClientAPI client)
{
// client.OnAvatarNowWearing += AvatarIsWearing;
client.OnAvatarNowWearing += AvatarIsWearing;
}
public void RemoveClient(IClientAPI client)
{
// client.OnAvatarNowWearing -= AvatarIsWearing;
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
{
IClientAPI clientView = (IClientAPI) sender;
IClientAPI clientView = (IClientAPI)sender;
//Todo look up the assetid from the inventory cache (or something) for each itemId that is in AvatarWearingArgs
// then store assetid and itemId and wearable type in a database
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
LLUUID assetId;
CachedUserInfo profile = m_scene.CommsManager.UserProfileCache.GetUserDetails(clientView.AgentId);
if (profile != null)
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID);
if (baseItem != null)
if (wear.Type < 13)
{
assetId = baseItem.assetID;
LLUUID assetId;
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
if (profile != null)
{
InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID);
if (baseItem != null)
{
assetId = baseItem.assetID;
//Tempoaray dictionary storage. This is be storing to a database
if (m_avatarsClothes.ContainsKey(clientView.AgentId))
{
AvatarWearing avWearing = m_avatarsClothes[clientView.AgentId];
avWearing.IsWearing[wear.Type].AssetID = assetId;
avWearing.IsWearing[wear.Type].ItemID = wear.ItemID;
}
}
}
}
}
}
}
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = SetDefaultVisualParams();
wearables = AvatarWearable.DefaultWearables;
}
private static byte[] SetDefaultVisualParams()
{
byte[] visualParams;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
return visualParams;
}
wearables = AvatarWearable.DefaultWearables;
public class AvatarWearing
{
public AvatarWearable[] IsWearing;
public AvatarWearing()
{
IsWearing = new AvatarWearable[13];
for (int i = 0; i < 13; i++)
{
IsWearing[i] = new AvatarWearable();
}
}
public AvatarWearing(AvatarWearable[] wearing)
{
if (wearing.Length == 13)
{
IsWearing = new AvatarWearable[13];
for (int i = 0; i < 13; i++)
{
IsWearing[i] = new AvatarWearable();
IsWearing[i].AssetID = wearing[i].AssetID;
IsWearing[i].ItemID = wearing[i].ItemID;
}
}
else
{
IsWearing = new AvatarWearable[13];
for (int i = 0; i < 13; i++)
{
IsWearing[i] = new AvatarWearable();
}
}
}
}
}
}