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You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
353 lines
13 KiB
C#
353 lines
13 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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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using libsecondlife;
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using log4net;
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using Nini.Config;
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using OpenSim.Data.Base;
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using OpenSim.Data.MapperFactory;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Modules.AvatarFactory
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{
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public class AvatarFactoryModule : IAvatarFactory, IRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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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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private Dictionary<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
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private object m_syncLock = new object();
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public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
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{
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appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
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return true;
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// //should only let one thread at a time do this part
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// EventWaitHandle waitHandle = null;
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// bool fetchInProgress = false;
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// lock (m_syncLock)
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// {
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// appearance = CheckCache(avatarId);
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// if (appearance != null)
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// {
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// return true;
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// }
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// //not in cache so check to see if another thread is already fetching it
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// if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
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// {
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// fetchInProgress = true;
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// }
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// else
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// {
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// fetchInProgress = false;
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// //no thread already fetching this appearance, so add a wait handle to list
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// //for any following threads that want the same appearance
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// waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
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// m_fetchesInProgress.Add(avatarId, waitHandle);
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// }
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// }
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// if (fetchInProgress)
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// {
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// waitHandle.WaitOne();
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// appearance = CheckCache(avatarId);
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// if (appearance != null)
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// {
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// waitHandle = null;
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// return true;
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// }
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// else
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// {
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// waitHandle = null;
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// return false;
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// }
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// }
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// else
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// {
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// // BUG: !? (Reduced from 5000 to 500 by Adam)
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// Thread.Sleep(500); //why is this here?
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// //this is the first thread to request this appearance
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// //so let it check the db and if not found then create a default appearance
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// //and add that to the cache
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// appearance = CheckDatabase(avatarId);
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// if (appearance != null)
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// {
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// //appearance has now been added to cache so lets pulse any waiting threads
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// lock (m_syncLock)
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// {
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// m_fetchesInProgress.Remove(avatarId);
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// waitHandle.Set();
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// }
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// // waitHandle.Close();
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// waitHandle = null;
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// return true;
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// }
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// //not found a appearance for the user, so create a new default one
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// appearance = CreateDefault(avatarId);
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// if (appearance != null)
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// {
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// //update database
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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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// //add appearance to dictionary cache
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// lock (m_avatarsAppearance)
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// {
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// m_avatarsAppearance[avatarId] = appearance;
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// }
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// //appearance has now been added to cache so lets pulse any waiting threads
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// lock (m_syncLock)
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// {
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// m_fetchesInProgress.Remove(avatarId);
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// waitHandle.Set();
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// }
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// // waitHandle.Close();
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// waitHandle = null;
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// return true;
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// }
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// else
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// {
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// //something went wrong, so release the wait handle and remove it
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// //all waiting threads will fail to find cached appearance
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// //but its better for them to fail than wait for ever
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// lock (m_syncLock)
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// {
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// m_fetchesInProgress.Remove(avatarId);
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// waitHandle.Set();
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// }
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// //waitHandle.Close();
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// waitHandle = null;
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// return false;
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// }
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// }
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}
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private AvatarAppearance CreateDefault(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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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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return appearance;
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}
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private AvatarAppearance CheckDatabase(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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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.Texture = AvatarAppearance.GetDefaultTexture();
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lock (m_avatarsAppearance)
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{
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m_avatarsAppearance[avatarId] = appearance;
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}
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}
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}
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return appearance;
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}
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private AvatarAppearance CheckCache(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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lock (m_avatarsAppearance)
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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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}
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}
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return appearance;
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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["Startup"].GetBoolean("appearance_persist", false);
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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_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", "");
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// string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL");
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// DataMapperFactory.MAPPER_TYPE mapperType =
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// (DataMapperFactory.MAPPER_TYPE)
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// Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr);
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// m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, 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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ScenePresence avatar = m_scene.GetScenePresence(clientView.AgentId);
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
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AvatarAppearance avatAppearance = avatar.Appearance;
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m_log.Info("Calling Avatar is Wearing");
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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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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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if (wear.ItemID == LLUUID.Zero)
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{
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avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero;
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avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero;
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}
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else
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{
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LLUUID assetId;
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InventoryItemBase baseItem = profile.RootFolder.FindItem(wear.ItemID);
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if (baseItem != null)
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{
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assetId = baseItem.AssetID;
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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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}
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else
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{
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m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, not wearing", wear.ItemID);
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}
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}
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}
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}
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m_scene.CommsManager.UserService.UpdateUserAppearance(clientView.AgentId, avatAppearance);
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}
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else
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{
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m_log.Error("Root Profile is null, we can't set the appearance");
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}
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}
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}
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public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance)
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{
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if (m_enablePersist)
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{
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m_appearanceMapper.Update(userID.UUID, avatAppearance);
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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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}
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