diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 2dd444d523..0df4585eec 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -55,6 +55,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory private Dictionary m_savequeue = new Dictionary(); private Dictionary m_sendqueue = new Dictionary(); + private object m_setAppearanceLock = new object(); + #region RegionModule Members public void Initialise(Scene scene, IConfigSource config) @@ -69,6 +71,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime))); m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); + // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime); } } @@ -117,26 +120,28 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}", client.AgentId); + m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}", client.AgentId); return false; } - bool cached = true; + bool defonly = true; // are we only using default textures // Process the texture entry for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) { int idx = AvatarAppearance.BAKE_INDICES[i]; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; - if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) - if (! CheckBakedTextureAsset(client,face.TextureID,idx)) - { - sp.Appearance.Texture.FaceTextures[idx] = null; - cached = false; - } + if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) + continue; + + defonly = false; // found a non-default texture reference + + if (! CheckBakedTextureAsset(client,face.TextureID,idx)) + return false; } - return cached; + // If we only found default textures, then the appearance is not cached + return (defonly ? false : true); } /// @@ -146,44 +151,59 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) { -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance for {0}",client.AgentId); - ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId); + m_log.WarnFormat("[AVFACTORY]: SetAppearance unable to find presence for {0}",client.AgentId); return; } + // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId); + bool changed = false; - // Process the texture entry - if (textureEntry != null) + // Process the texture entry transactionally, this doesn't guarantee that Appearance is + // going to be handled correctly but it does serialize the updates to the appearance + lock (m_setAppearanceLock) { - changed = sp.Appearance.SetTextureEntries(textureEntry); - - for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) + if (textureEntry != null) { - int idx = AvatarAppearance.BAKE_INDICES[i]; - Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; - if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) - Util.FireAndForget(delegate(object o) { - if (! CheckBakedTextureAsset(client,face.TextureID,idx)) - client.SendRebakeAvatarTextures(face.TextureID); - }); - } - } + changed = sp.Appearance.SetTextureEntries(textureEntry); - // Process the visual params, this may change height as well - if (visualParams != null) - { - if (sp.Appearance.SetVisualParams(visualParams)) - { - changed = true; - if (sp.Appearance.AvatarHeight > 0) - sp.SetHeight(sp.Appearance.AvatarHeight); + // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId); + + for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) + { + int idx = AvatarAppearance.BAKE_INDICES[i]; + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; + if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) + Util.FireAndForget(delegate(object o) { + if (! CheckBakedTextureAsset(client,face.TextureID,idx)) + client.SendRebakeAvatarTextures(face.TextureID); + }); + } + + // m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId); } + + // Process the visual params, this may change height as well + if (visualParams != null) + { + if (sp.Appearance.SetVisualParams(visualParams)) + { + changed = true; + if (sp.Appearance.AvatarHeight > 0) + sp.SetHeight(sp.Appearance.AvatarHeight); + } + } + + // Send the appearance back to the avatar, not clear that this is needed + sp.ControllingClient.SendAvatarDataImmediate(sp); + // AvatarAppearance avp = sp.Appearance; + // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); + } + // If something changed in the appearance then queue an appearance save if (changed) @@ -192,10 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // And always queue up an appearance update to send out QueueAppearanceSend(client.AgentId); - // Send the appearance back to the avatar - // AvatarAppearance avp = sp.Appearance; - // sp.ControllingClient.SendAvatarDataImmediate(sp); - // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); + // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); } /// @@ -209,7 +226,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { if (m_scene.AssetService.Get(textureID.ToString()) == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: Missing baked texture {0} ({1}) for avatar {2}", + m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}", textureID, idx, client.Name); return false; } @@ -220,10 +237,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void QueueAppearanceSend(UUID agentid) { -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}", agentid); + // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); - // 100 nanoseconds (ticks) we should wait - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); + // 10000 ticks per millisecond, 1000 milliseconds per second + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); lock (m_sendqueue) { m_sendqueue[agentid] = timestamp; @@ -233,10 +250,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void QueueAppearanceSave(UUID agentid) { -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}", agentid); + // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); - // 100 nanoseconds (ticks) we should wait - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); + // 10000 ticks per millisecond, 1000 milliseconds per second + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); lock (m_savequeue) { m_savequeue[agentid] = timestamp; @@ -249,15 +266,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory ScenePresence sp = m_scene.GetScenePresence(agentid); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid); + m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); return; } -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid); + // m_log.WarnFormat("[AVFACTORY]: Handle appearance send for {0}", agentid); // Send the appearance to everyone in the scene sp.SendAppearanceToAllOtherAgents(); - sp.ControllingClient.SendAvatarDataImmediate(sp); + // sp.ControllingClient.SendAvatarDataImmediate(sp); // Send the appearance back to the avatar // AvatarAppearance avp = sp.Appearance; @@ -279,10 +296,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory ScenePresence sp = m_scene.GetScenePresence(agentid); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid); + m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); return; } + // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); + m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); } @@ -330,11 +349,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: SendWearables unable to find presence for {0}", client.AgentId); + m_log.WarnFormat("[AVFACTORY]: SendWearables unable to find presence for {0}", client.AgentId); return; } -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId); + // m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId); client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); } @@ -349,11 +368,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId); + m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing unable to find presence for {0}", client.AgentId); return; } -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}", client.AgentId); + // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); @@ -368,6 +387,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // This could take awhile since it needs to pull inventory SetAppearanceAssets(sp.UUID, ref avatAppearance); + // could get fancier with the locks here, but in the spirit of "last write wins" + // this should work correctly sp.Appearance = avatAppearance; m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance); } @@ -398,7 +419,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory else { m_log.ErrorFormat( - "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default", + "[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); @@ -408,7 +429,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory } else { - m_log.WarnFormat("[AVATAR FACTORY MODULE]: user {0} has no inventory, appearance isn't going to work", userID); + m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); } } }