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This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
123 lines
5.2 KiB
C#
123 lines
5.2 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 OpenSimulator 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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Statistics;
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using OpenSim.Region.ClientStack.LindenUDP;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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/// <summary>
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/// A module that just holds commands for inspecting avatar appearance.
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AppearanceInfoModule")]
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public class AppearanceInfoModule : ISharedRegionModule
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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protected IAvatarFactory m_avatarFactory;
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public string Name { get { return "Appearance Information Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source)
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: INITIALIZED MODULE");
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}
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public void PostInitialise()
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: POST INITIALIZED MODULE");
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}
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public void Close()
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: CLOSED MODULE");
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}
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public void AddRegion(Scene scene)
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} ADDED", scene.RegionInfo.RegionName);
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}
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public void RemoveRegion(Scene scene)
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} REMOVED", scene.RegionInfo.RegionName);
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lock (m_scenes)
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m_scenes.Remove(scene.RegionInfo.RegionID);
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}
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public void RegionLoaded(Scene scene)
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{
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// m_log.DebugFormat("[APPEARANCE INFO MODULE]: REGION {0} LOADED", scene.RegionInfo.RegionName);
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lock (m_scenes)
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m_scenes[scene.RegionInfo.RegionID] = scene;
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scene.AddCommand(
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this, "appearance show",
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"appearance show",
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"Show appearance information for each avatar in the simulator.",
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"At the moment this actually just checks that we have all the required baked textures. If not, then appearance is 'corrupt' and other avatars will continue to see a cloud.",
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ShowAppearanceInfo);
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}
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protected void ShowAppearanceInfo(string module, string[] cmd)
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{
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView && !((LLClientView)client).ChildAgentStatus())
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{
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(client);
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MainConsole.Instance.OutputFormat(
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"{0} baked appearance texture is {1}", client.Name, bakedTextureValid ? "OK" : "corrupt");
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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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} |