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Implement first draft functions for saving and loading NPC appearance from storage.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
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@@ -104,7 +104,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void NewClient(IClientAPI client)
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{
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client.OnRequestWearables += SendWearables;
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client.OnSetAppearance += SetAppearance;
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client.OnSetAppearance += SetAppearanceFromClient;
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client.OnAvatarNowWearing += AvatarIsWearing;
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}
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@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="client"></param>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
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public void SetAppearanceFromClient(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
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{
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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@@ -257,6 +257,47 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return true;
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}
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public bool SaveBakedTextures(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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return false;
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AvatarAppearance appearance = sp.Appearance;
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Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures;
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m_log.DebugFormat(
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"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
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sp.Name, m_scene.RegionInfo.RegionName);
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for (int i = 0; i < faceTextures.Length; i++)
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{
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// m_log.DebugFormat(
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// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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if (faceTextures[i] == null)
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continue;
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AssetBase asset = m_scene.AssetService.Get(faceTextures[i].TextureID.ToString());
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if (asset != null)
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{
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asset.Temporary = false;
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m_scene.AssetService.Store(asset);
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}
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else
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{
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m_log.WarnFormat(
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"[AV FACTORY]: Baked texture {0} for {1} in {2} unexpectedly not found when trying to save permanently",
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faceTextures[i].TextureID, sp.Name, m_scene.RegionInfo.RegionName);
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}
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}
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return true;
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}
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#region UpdateAppearanceTimer
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/// <summary>
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@@ -289,25 +330,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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private void HandleAppearanceSend(UUID agentid)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentid);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
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return;
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}
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// m_log.WarnFormat("[AVFACTORY]: Handle appearance send for {0}", agentid);
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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}
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private void HandleAppearanceSave(UUID agentid)
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private void SaveAppearance(UUID agentid)
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{
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// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
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// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
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@@ -337,7 +360,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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if (kvp.Value < now)
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{
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Util.FireAndForget(delegate(object o) { HandleAppearanceSend(kvp.Key); });
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Util.FireAndForget(delegate(object o) { SendAppearance(kvp.Key); });
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m_sendqueue.Remove(kvp.Key);
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}
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}
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@@ -350,7 +373,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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if (kvp.Value < now)
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{
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Util.FireAndForget(delegate(object o) { HandleAppearanceSave(kvp.Key); });
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Util.FireAndForget(delegate(object o) { SaveAppearance(kvp.Key); });
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m_savequeue.Remove(kvp.Key);
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}
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}
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@@ -427,6 +450,24 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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public bool SendAppearance(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
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return false;
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}
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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return true;
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}
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private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
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{
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IInventoryService invService = m_scene.InventoryService;
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@@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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for (byte i = 0; i < visualParams.Length; i++)
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visualParams[i] = i;
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afm.SetAppearance(tc, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
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afm.SetAppearanceFromClient(tc, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams);
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ScenePresence sp = scene.GetScenePresence(userId);
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