* This update is ugly as sin, but it 'fills in the blanks' of your appearance when your inventory items go missing. This repairs appearance from missing wearables immediately on the V1 appearance pipeline, the second login on Firestorm. It only replaces the essential body parts that are missing.. hair, skin, eyes, shape... so if you delete all your wearables, you will rez naked. Anyway, this is still experimental.. I need another day of playing with this to handle all of the situations. One thing that I still need to do is try and get the assets.. and if we can't get the assets for some reason, skip and replace that part of the outfit.

avinationmerge
teravus 2013-01-26 07:31:54 -05:00
parent 60eb0f36b3
commit 564b513963
1 changed files with 260 additions and 5 deletions

View File

@ -674,20 +674,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;
bool resetwearable = false;
if (invService.GetRootFolder(userID) != null)
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
// Check if the default wearables are not set
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
continue;
{
switch ((WearableType) i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepair((WearableType)i, invService, userID, appearance);
resetwearable = true;
m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
resetwearable = true;
break;
// Ignore ruth's assets
}
continue;
}
// Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
continue;
{
switch ((WearableType)i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepair((WearableType)i, invService, userID, appearance);
m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
resetwearable = true;
break;
}
continue;
}
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);
@ -701,17 +734,239 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i][j].ItemID, (WearableType)i);
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
TryAndRepair((WearableType)i, invService, userID, appearance);
resetwearable = true;
}
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int) WearableType.Eyes] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
TryAndRepair(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
TryAndRepair(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Shape] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
TryAndRepair(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Shape][0].ItemID,
appearance.Wearables[(int)WearableType.Shape][0].AssetID);
TryAndRepair(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Hair] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
TryAndRepair(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Hair][0].ItemID,
appearance.Wearables[(int)WearableType.Hair][0].AssetID);
TryAndRepair(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Skin] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
TryAndRepair(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Skin][0].ItemID,
appearance.Wearables[(int)WearableType.Skin][0].AssetID);
TryAndRepair(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
}
if (resetwearable)
{
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
presence.Appearance.Serial++);
}
}
}
else
{
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
private void TryAndRepair(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
{
UUID defaultwearable = GetDefaultItem(type);
if (defaultwearable != UUID.Zero)
{
UUID newInvItem = UUID.Random();
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
{
AssetID =
defaultwearable,
AssetType
=
(int)
AssetType
.Bodypart,
CreatorId
=
userID
.ToString
(),
//InvType = (int)InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.Bodypart)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
UUID LinkInvItem = UUID.Random();
itembase = new InventoryItemBase(LinkInvItem, userID)
{
AssetID =
newInvItem,
AssetType
=
(int)
AssetType
.Link,
CreatorId
=
userID
.ToString
(),
InvType = (int) InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.CurrentOutfitFolder)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
m_scene.SendInventoryUpdate(presence.ControllingClient,
invService.GetFolderForType(userID,
AssetType
.CurrentOutfitFolder),
false, true);
}
}
}
private UUID GetDefaultItem(WearableType wearable)
{
// These are Urban male.. but it doesn't matter as long as the assets exist.
UUID ret = UUID.Zero;
switch (wearable)
{
case WearableType.Eyes:
ret = new UUID("46d7f979-c060-0ad6-5d3c-8de38c941c8d");
break;
case WearableType.Hair:
ret = new UUID("21ae002d-57af-441a-81ff-86f5f674b9b9");
break;
case WearableType.Pants:
ret = new UUID("e3440698-48fd-41ac-af9b-f680547cbef2");
break;
case WearableType.Shape:
ret = new UUID("7c1f1354-2aba-4e55-8357-1545c2c003ce");
break;
case WearableType.Shirt:
ret = new UUID("f8fefa00-b019-4072-9c04-ff79c65348b9");
break;
case WearableType.Shoes:
ret = new UUID("6455d2cf-0ee1-4c9a-9812-da03371bf719");
break;
case WearableType.Skin:
ret = new UUID("29c99e80-cf59-4fa0-9f8e-e4a1ccaf2fa3");
break;
case WearableType.Socks:
ret = new UUID("96472ac3-1e18-49e5-b2e4-17c03791ea96");
break;
case WearableType.Underpants:
ret = new UUID("d6c7b174-8a2d-473f-a80f-3b7d7b7b3a96");
break;
}
return ret;
}
#endregion
#region Client Event Handlers