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To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
202 lines
7.5 KiB
C#
202 lines
7.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Framework.Data;
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using TribalMedia.Framework.Data;
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namespace OpenSim.Region.Environment.Modules
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{
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public class AvatarFactoryModule : IAvatarFactory
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{
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private Scene m_scene = null;
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private readonly Dictionary<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, AvatarAppearance>();
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private bool m_enablePersist = false;
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private string m_connectionString;
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private bool m_configured = false;
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private BaseDatabaseConnector m_databaseMapper;
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private AppearanceTableMapper m_appearanceMapper;
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public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
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{
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if (m_avatarsAppearance.ContainsKey(avatarId))
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{
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appearance = m_avatarsAppearance[avatarId];
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return true;
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}
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if (m_enablePersist)
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{
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if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance))
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{
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appearance.VisualParams = GetDefaultVisualParams();
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appearance.TextureEntry = AvatarAppearance.GetDefaultTextureEntry();
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m_avatarsAppearance[avatarId] = appearance;
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return true;
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}
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}
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//not found a appearance for user, so create a new one
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AvatarWearable[] wearables;
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byte[] visualParams;
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GetDefaultAvatarAppearance(out wearables, out visualParams);
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appearance = new AvatarAppearance(avatarId, wearables, visualParams);
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m_avatarsAppearance[avatarId] = appearance;
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if (m_enablePersist)
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{
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m_appearanceMapper.Add(avatarId.UUID, appearance);
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}
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return true;
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}
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public void Initialise(Scene scene, IConfigSource source)
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{
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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scene.EventManager.OnNewClient += NewClient;
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if (m_scene == null)
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{
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m_scene = scene;
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}
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if (!m_configured)
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{
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m_configured = true;
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try
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{
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m_enablePersist = source.Configs["Appearance"].GetBoolean("persist", false);
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m_connectionString = source.Configs["Appearance"].GetString("connection_string", "");
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}
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catch (Exception)
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{
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}
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if (m_enablePersist)
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{
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m_databaseMapper = new MySQLDatabaseMapper(m_connectionString);
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m_appearanceMapper = new AppearanceTableMapper(m_databaseMapper, "AvatarAppearance");
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "Default Avatar Factory"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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public void NewClient(IClientAPI client)
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{
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client.OnAvatarNowWearing += AvatarIsWearing;
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}
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public void RemoveClient(IClientAPI client)
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{
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// client.OnAvatarNowWearing -= AvatarIsWearing;
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}
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public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
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{
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IClientAPI clientView = (IClientAPI)sender;
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
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if (profile != null)
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{
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if (profile.RootFolder != null)
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{
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//Todo look up the assetid from the inventory cache for each itemId that is in AvatarWearingArgs
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// then store assetid and itemId and wearable type in a database
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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if (wear.Type < 13)
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{
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LLUUID assetId;
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InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID);
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if (baseItem != null)
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{
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assetId = baseItem.assetID;
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//temporary dictionary storage. This should be storing to a database
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if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
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{
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AvatarAppearance avatAppearance = m_avatarsAppearance[clientView.AgentId];
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avatAppearance.Wearables[wear.Type].AssetID = assetId;
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avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
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if (m_enablePersist)
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{
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m_appearanceMapper.Update(clientView.AgentId.UUID, avatAppearance);
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}
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}
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}
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}
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}
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}
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}
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}
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public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
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{
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visualParams = GetDefaultVisualParams();
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wearables = AvatarWearable.DefaultWearables;
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}
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private static byte[] GetDefaultVisualParams()
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{
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byte[] visualParams;
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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{
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visualParams[i] = 100;
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}
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return visualParams;
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}
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}
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} |