* cleanup: Update the avatar factory (appearance module) in Region/Environment and use that instead of the Region/Modules/AvatarFactory
* Remove the AvatarFactory dll0.6.0-stable
parent
754f6ba2a2
commit
4b929804dc
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@ -25,142 +25,47 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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/*
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using System;
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using System;
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using System.Collections.Generic;
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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 System.Threading;
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using OpenMetaverse;
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using OpenMetaverse;
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using log4net;
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using Nini.Config;
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using Nini.Config;
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using OpenSim.Data.Base;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Data.MySQLMapper;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Data.Base;
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namespace OpenSim.Region.Environment.Modules
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namespace OpenSim.Region.Environment.Modules.Avatar.AvatarFactory
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{
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{
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public class AvatarFactoryModule : IAvatarFactory
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public class AvatarFactoryModule : IAvatarFactory, IRegionModule
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{
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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 Scene m_scene = null;
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private readonly Dictionary<UUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<UUID, AvatarAppearance>();
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private static readonly AvatarAppearance def = new 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<UUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<UUID, EventWaitHandle>();
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private object m_syncLock = new object();
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public bool TryGetAvatarAppearance(UUID avatarId, out AvatarAppearance appearance)
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public bool TryGetAvatarAppearance(UUID avatarId, out AvatarAppearance appearance)
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{
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{
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(avatarId);
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//should only let one thread at a time do this part
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//if ((profile != null) && (profile.RootFolder != null))
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EventWaitHandle waitHandle = null;
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if (profile != null)
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bool fetchInProgress = false;
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lock (m_syncLock)
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{
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{
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appearance = CheckCache(avatarId);
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appearance = m_scene.CommsManager.AvatarService.GetUserAppearance(avatarId);
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if (appearance != null)
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if (appearance != null)
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{
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{
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//SetAppearanceAssets(profile, ref appearance);
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m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
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return true;
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return true;
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}
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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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}
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if (fetchInProgress)
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appearance = CreateDefault(avatarId);
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{
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m_log.InfoFormat("[APPEARANCE] appearance not found for {0}, creating default", avatarId.ToString());
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waitHandle.WaitOne();
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return false;
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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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Thread.Sleep(5000);
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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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}
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private AvatarAppearance CreateDefault(UUID avatarId)
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private AvatarAppearance CreateDefault(UUID avatarId)
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@ -174,37 +79,6 @@ namespace OpenSim.Region.Environment.Modules
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return appearance;
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return appearance;
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}
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}
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private AvatarAppearance CheckDatabase(UUID 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.TextureEntry = AvatarAppearance.GetDefaultTextureEntry();
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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(UUID 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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public void Initialise(Scene scene, IConfigSource source)
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{
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{
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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@ -215,23 +89,6 @@ namespace OpenSim.Region.Environment.Modules
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m_scene = scene;
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m_scene = scene;
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}
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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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m_connectionString = source.Configs["Startup"].GetString("appearance_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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}
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public void PostInitialise()
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public void PostInitialise()
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@ -262,59 +119,78 @@ namespace OpenSim.Region.Environment.Modules
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// client.OnAvatarNowWearing -= AvatarIsWearing;
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// client.OnAvatarNowWearing -= AvatarIsWearing;
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}
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}
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public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
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public void SetAppearanceAssets(CachedUserInfo profile, ref AvatarAppearance appearance)
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{
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{
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IClientAPI clientView = (IClientAPI)sender;
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if (profile.RootFolder != null)
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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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{
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if (profile.RootFolder != null)
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for (int i = 0; i < 13; i++)
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{
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{
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if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
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if (appearance.Wearables[i].ItemID == UUID.Zero)
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{
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{
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AvatarAppearance avatAppearance = null;
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appearance.Wearables[i].AssetID = UUID.Zero;
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lock (m_avatarsAppearance)
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}
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else
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{
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// UUID assetId;
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InventoryItemBase baseItem = profile.RootFolder.FindItem(appearance.Wearables[i].ItemID);
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if (baseItem != null)
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{
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{
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avatAppearance = m_avatarsAppearance[clientView.AgentId];
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appearance.Wearables[i].AssetID = baseItem.AssetID;
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}
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}
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else
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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{
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if (wear.Type < 13)
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m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, setting to default", appearance.Wearables[i].ItemID);
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{
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appearance.Wearables[i].AssetID = def.Wearables[i].AssetID;
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if (wear.ItemID == UUID.Zero)
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{
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avatAppearance.Wearables[wear.Type].ItemID = UUID.Zero;
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avatAppearance.Wearables[wear.Type].AssetID = UUID.Zero;
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UpdateDatabase(clientView.AgentId, avatAppearance);
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}
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else
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{
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UUID 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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UpdateDatabase(clientView.AgentId, 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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}
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}
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}
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else
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{
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m_log.Error("[APPEARANCE] you have no inventory, appearance stuff isn't going to work");
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}
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}
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}
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public void UpdateDatabase(UUID userID, AvatarAppearance avatAppearance)
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public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
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{
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{
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if (m_enablePersist)
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IClientAPI clientView = (IClientAPI)sender;
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ScenePresence avatar = m_scene.GetScenePresence(clientView.AgentId);
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if (avatar == null) {
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m_log.Info("Avatar is child agent, ignoring AvatarIsWearing event");
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return;
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}
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
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AvatarAppearance avatAppearance = null;
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if (!TryGetAvatarAppearance(clientView.AgentId, out avatAppearance)) {
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m_log.Info("We didn't seem to find the appearance, falling back to ScenePresense");
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avatAppearance = avatar.Appearance;
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}
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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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{
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m_appearanceMapper.Update(userID.Guid, avatAppearance);
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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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avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
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}
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}
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SetAppearanceAssets(profile, ref avatAppearance);
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m_scene.CommsManager.AvatarService.UpdateUserAppearance(clientView.AgentId, avatAppearance);
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avatar.Appearance = 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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}
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}
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wearables = AvatarWearable.DefaultWearables;
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wearables = AvatarWearable.DefaultWearables;
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}
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}
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public void UpdateDatabase(UUID user, AvatarAppearance appearance)
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{
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m_scene.CommsManager.AvatarService.UpdateUserAppearance(user, appearance);
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}
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private static byte[] GetDefaultVisualParams()
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private static byte[] GetDefaultVisualParams()
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{
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{
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byte[] visualParams;
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byte[] visualParams;
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return visualParams;
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return visualParams;
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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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@ -1,219 +0,0 @@
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/*
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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 OpenMetaverse;
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using log4net;
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using Nini.Config;
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|
||||||
using OpenSim.Data.Base;
|
|
||||||
using OpenSim.Framework;
|
|
||||||
using OpenSim.Framework.Communications.Cache;
|
|
||||||
using OpenSim.Region.Environment.Interfaces;
|
|
||||||
using OpenSim.Region.Environment.Scenes;
|
|
||||||
|
|
||||||
namespace OpenSim.Region.Modules.AvatarFactory
|
|
||||||
{
|
|
||||||
public class AvatarFactoryModule : IAvatarFactory, IRegionModule
|
|
||||||
{
|
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
private Scene m_scene = null;
|
|
||||||
private static readonly AvatarAppearance def = new AvatarAppearance();
|
|
||||||
|
|
||||||
public bool TryGetAvatarAppearance(UUID avatarId, out AvatarAppearance appearance)
|
|
||||||
{
|
|
||||||
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(avatarId);
|
|
||||||
//if ((profile != null) && (profile.RootFolder != null))
|
|
||||||
if (profile != null)
|
|
||||||
{
|
|
||||||
appearance = m_scene.CommsManager.AvatarService.GetUserAppearance(avatarId);
|
|
||||||
if (appearance != null)
|
|
||||||
{
|
|
||||||
//SetAppearanceAssets(profile, ref appearance);
|
|
||||||
m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
appearance = CreateDefault(avatarId);
|
|
||||||
m_log.InfoFormat("[APPEARANCE] appearance not found for {0}, creating default", avatarId.ToString());
|
|
||||||
return false;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private AvatarAppearance CreateDefault(UUID avatarId)
|
|
||||||
{
|
|
||||||
AvatarAppearance appearance = null;
|
|
||||||
AvatarWearable[] wearables;
|
|
||||||
byte[] visualParams;
|
|
||||||
GetDefaultAvatarAppearance(out wearables, out visualParams);
|
|
||||||
appearance = new AvatarAppearance(avatarId, wearables, visualParams);
|
|
||||||
|
|
||||||
return appearance;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Initialise(Scene scene, IConfigSource source)
|
|
||||||
{
|
|
||||||
scene.RegisterModuleInterface<IAvatarFactory>(this);
|
|
||||||
scene.EventManager.OnNewClient += NewClient;
|
|
||||||
|
|
||||||
if (m_scene == null)
|
|
||||||
{
|
|
||||||
m_scene = scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public void PostInitialise()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Close()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public string Name
|
|
||||||
{
|
|
||||||
get { return "Default Avatar Factory"; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsSharedModule
|
|
||||||
{
|
|
||||||
get { return true; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void NewClient(IClientAPI client)
|
|
||||||
{
|
|
||||||
client.OnAvatarNowWearing += AvatarIsWearing;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RemoveClient(IClientAPI client)
|
|
||||||
{
|
|
||||||
// client.OnAvatarNowWearing -= AvatarIsWearing;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public void SetAppearanceAssets(CachedUserInfo profile, ref AvatarAppearance appearance)
|
|
||||||
{
|
|
||||||
if (profile.RootFolder != null)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < 13; i++)
|
|
||||||
{
|
|
||||||
if (appearance.Wearables[i].ItemID == UUID.Zero)
|
|
||||||
{
|
|
||||||
appearance.Wearables[i].AssetID = UUID.Zero;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// UUID assetId;
|
|
||||||
|
|
||||||
InventoryItemBase baseItem = profile.RootFolder.FindItem(appearance.Wearables[i].ItemID);
|
|
||||||
|
|
||||||
if (baseItem != null)
|
|
||||||
{
|
|
||||||
appearance.Wearables[i].AssetID = baseItem.AssetID;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, setting to default", appearance.Wearables[i].ItemID);
|
|
||||||
appearance.Wearables[i].AssetID = def.Wearables[i].AssetID;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_log.Error("[APPEARANCE] you have no inventory, appearance stuff isn't going to work");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
|
|
||||||
{
|
|
||||||
IClientAPI clientView = (IClientAPI)sender;
|
|
||||||
ScenePresence avatar = m_scene.GetScenePresence(clientView.AgentId);
|
|
||||||
if (avatar == null) {
|
|
||||||
m_log.Info("Avatar is child agent, ignoring AvatarIsWearing event");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
|
|
||||||
|
|
||||||
AvatarAppearance avatAppearance = null;
|
|
||||||
if (!TryGetAvatarAppearance(clientView.AgentId, out avatAppearance)) {
|
|
||||||
m_log.Info("We didn't seem to find the appearance, falling back to ScenePresense");
|
|
||||||
avatAppearance = avatar.Appearance;
|
|
||||||
}
|
|
||||||
m_log.Info("Calling Avatar is Wearing");
|
|
||||||
if (profile != null)
|
|
||||||
{
|
|
||||||
if (profile.RootFolder != null)
|
|
||||||
{
|
|
||||||
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
|
|
||||||
{
|
|
||||||
if (wear.Type < 13)
|
|
||||||
{
|
|
||||||
avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
SetAppearanceAssets(profile, ref avatAppearance);
|
|
||||||
|
|
||||||
m_scene.CommsManager.AvatarService.UpdateUserAppearance(clientView.AgentId, avatAppearance);
|
|
||||||
avatar.Appearance = avatAppearance;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
m_log.Error("Root Profile is null, we can't set the appearance");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
|
|
||||||
{
|
|
||||||
visualParams = GetDefaultVisualParams();
|
|
||||||
wearables = AvatarWearable.DefaultWearables;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateDatabase(UUID user, AvatarAppearance appearance)
|
|
||||||
{
|
|
||||||
m_scene.CommsManager.AvatarService.UpdateUserAppearance(user, appearance);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static byte[] GetDefaultVisualParams()
|
|
||||||
{
|
|
||||||
byte[] visualParams;
|
|
||||||
visualParams = new byte[218];
|
|
||||||
for (int i = 0; i < 218; i++)
|
|
||||||
{
|
|
||||||
visualParams[i] = 100;
|
|
||||||
}
|
|
||||||
return visualParams;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,62 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without
|
|
||||||
* modification, are permitted provided that the following conditions are met:
|
|
||||||
* * Redistributions of source code must retain the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer.
|
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
|
||||||
* documentation and/or other materials provided with the distribution.
|
|
||||||
* * Neither the name of the OpenSim Project nor the
|
|
||||||
* names of its contributors may be used to endorse or promote products
|
|
||||||
* derived from this software without specific prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
*/
|
|
||||||
|
|
||||||
using System.Reflection;
|
|
||||||
using System.Runtime.InteropServices;
|
|
||||||
|
|
||||||
// General information about an assembly is controlled through the following
|
|
||||||
// set of attributes. Change these attribute values to modify the information
|
|
||||||
// associated with an assembly.
|
|
||||||
[assembly: AssemblyTitle("OpenSim.Region.Modules.AvatarFactory")]
|
|
||||||
[assembly: AssemblyDescription("")]
|
|
||||||
[assembly: AssemblyConfiguration("")]
|
|
||||||
[assembly: AssemblyCompany("")]
|
|
||||||
[assembly: AssemblyProduct("OpenSim.Region.Modules.AvatarFactory")]
|
|
||||||
[assembly: AssemblyCopyright("Copyright (c) 2008")]
|
|
||||||
[assembly: AssemblyTrademark("")]
|
|
||||||
[assembly: AssemblyCulture("")]
|
|
||||||
|
|
||||||
// Setting ComVisible to false makes the types in this assembly not visible
|
|
||||||
// to COM components. If you need to access a type in this assembly from
|
|
||||||
// COM, set the ComVisible attribute to true on that type.
|
|
||||||
[assembly: ComVisible(false)]
|
|
||||||
|
|
||||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
|
||||||
[assembly: Guid("8e369713-faf5-4e55-a789-f8f1a087d3ed")]
|
|
||||||
|
|
||||||
// Version information for an assembly consists of the following four values:
|
|
||||||
//
|
|
||||||
// Major Version
|
|
||||||
// Minor Version
|
|
||||||
// Build Number
|
|
||||||
// Revision
|
|
||||||
//
|
|
||||||
// You can specify all the values or you can default the Build and Revision Numbers
|
|
||||||
// by using the '*' as shown below:
|
|
||||||
// [assembly: AssemblyVersion("1.0.*")]
|
|
||||||
[assembly: AssemblyVersion("1.0.0.0")]
|
|
||||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
30
prebuild.xml
30
prebuild.xml
|
@ -1034,36 +1034,6 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
<Project name="OpenSim.Region.Modules.AvatarFactory" path="OpenSim/Region/Modules/AvatarFactory" type="Library">
|
|
||||||
<Configuration name="Debug">
|
|
||||||
<Options>
|
|
||||||
<OutputPath>../../../../bin/</OutputPath>
|
|
||||||
</Options>
|
|
||||||
</Configuration>
|
|
||||||
<Configuration name="Release">
|
|
||||||
<Options>
|
|
||||||
<OutputPath>../../../../bin/</OutputPath>
|
|
||||||
</Options>
|
|
||||||
</Configuration>
|
|
||||||
|
|
||||||
<ReferencePath>../../../../bin/</ReferencePath>
|
|
||||||
<Reference name="System" localCopy="false"/>
|
|
||||||
<Reference name="System.Xml"/>
|
|
||||||
<Reference name="System.Data"/>
|
|
||||||
<Reference name="OpenMetaverseTypes.dll"/>
|
|
||||||
<Reference name="log4net.dll"/>
|
|
||||||
<Reference name="OpenSim.Framework"/>
|
|
||||||
<Reference name="OpenSim.Framework.Communications"/>
|
|
||||||
<Reference name="OpenSim.Data.Base" />
|
|
||||||
<Reference name="OpenSim.Region.Environment"/>
|
|
||||||
<Reference name="OpenSim.Data.MapperFactory"/>
|
|
||||||
<Reference name="Nini.dll" />
|
|
||||||
<Reference name="OpenSim.Data.MySQLMapper" />
|
|
||||||
<Files>
|
|
||||||
<Match pattern="*.cs" recurse="true"/>
|
|
||||||
</Files>
|
|
||||||
</Project>
|
|
||||||
|
|
||||||
<Project name="OpenSim.Region.Modules.Python" path="OpenSim/Region/Modules/Python" type="Library">
|
<Project name="OpenSim.Region.Modules.Python" path="OpenSim/Region/Modules/Python" type="Library">
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
|
|
Loading…
Reference in New Issue