From 9389429ed3de0c67e8e708a34c3820ff4f9e8ca0 Mon Sep 17 00:00:00 2001 From: Sean Dague Date: Wed, 21 May 2008 20:18:40 +0000 Subject: [PATCH] Clean out some crufty in AvatarFactoryModule Fix RequestUpdateInventoryItem so that asset changes generate a new asset, which is needed for editing appearance to do the right thing. Persistant appearance seems to work after this, except you need to rebake textures some times. --- .../AgentAssetsTransactions.cs | 2 + .../Environment/Scenes/ScenePresence.cs | 23 +-- .../AvatarFactory/AvatarFactoryModule.cs | 186 +----------------- 3 files changed, 18 insertions(+), 193 deletions(-) diff --git a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs index 81e19e6c3f..f2185abf3d 100644 --- a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs +++ b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs @@ -347,6 +347,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction if (asset != null && asset.FullID == assetID) { + // Assets never get updated, new ones get created + asset.FullID = LLUUID.Random(); asset.Name = item.Name; asset.Description = item.Description; asset.InvType = (sbyte) item.InvType; diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index f70eb45ff7..1aa800ab2a 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1456,17 +1456,7 @@ namespace OpenSim.Region.Environment.Scenes SendFullUpdateToAllClients(); SendAppearanceToAllOtherAgents(); - SendOwnAppearance(); - } - - - public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable) - { - m_log.Info("[APPEARANCE] Setting wearable with client, wearableid, wearable"); - m_appearance.SetWearable(wearableId, wearable); - m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance); - client.SendWearables(m_appearance.Wearables, m_appearance.Serial++); - } + } /// /// @@ -1476,6 +1466,11 @@ namespace OpenSim.Region.Environment.Scenes { m_log.Info("[APPEARANCE] Sending Own Appearance"); ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); + ControllingClient.SendAppearance( + m_appearance.Owner, + m_appearance.VisualParams, + m_appearance.Texture.ToBytes() + ); } /// @@ -1483,6 +1478,7 @@ namespace OpenSim.Region.Environment.Scenes /// public void SendAppearanceToAllOtherAgents() { + m_log.Info("[APPEARANCE] Sending Appearance to All Other Agents"); m_perfMonMS=System.Environment.TickCount; m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) @@ -1506,7 +1502,7 @@ namespace OpenSim.Region.Environment.Scenes public void SetAppearance(byte[] texture, List visualParam) { - m_log.Warn("[APPEARANCE] Setting Appearance"); + m_log.Info("[APPEARANCE] Setting Appearance"); m_appearance.SetAppearance(texture, visualParam); SetHeight(m_appearance.AvatarHeight); m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); @@ -1517,9 +1513,10 @@ namespace OpenSim.Region.Environment.Scenes public void SetWearable(int wearableId, AvatarWearable wearable) { - m_log.Warn("[APPEARANCE] Setting Wearable"); + m_log.Info("[APPEARANCE] Setting Wearable"); m_appearance.SetWearable(wearableId, wearable); m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); + m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); } // Because appearance setting is in a module, we actually need diff --git a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs index 5c5cb179f8..0b75e89e37 100644 --- a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs @@ -46,22 +46,13 @@ namespace OpenSim.Region.Modules.AvatarFactory { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene = null; - private readonly Dictionary m_avatarsAppearance = new Dictionary(); - - private bool m_enablePersist = false; - private string m_connectionString; - private bool m_configured = false; - private BaseDatabaseConnector m_databaseMapper; - private AppearanceTableMapper m_appearanceMapper; - - private Dictionary m_fetchesInProgress = new Dictionary(); - private object m_syncLock = new object(); public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance) { appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId); if (appearance != null) { + m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString()); return true; } else @@ -69,112 +60,6 @@ namespace OpenSim.Region.Modules.AvatarFactory m_log.InfoFormat("[APPEARANCE] appearance not found for {0}", avatarId.ToString()); return false; } - - // //should only let one thread at a time do this part - // EventWaitHandle waitHandle = null; - // bool fetchInProgress = false; - // lock (m_syncLock) - // { - // appearance = CheckCache(avatarId); - // if (appearance != null) - // { - // return true; - // } - - // //not in cache so check to see if another thread is already fetching it - // if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle)) - // { - // fetchInProgress = true; - // } - // else - // { - // fetchInProgress = false; - - // //no thread already fetching this appearance, so add a wait handle to list - // //for any following threads that want the same appearance - // waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset); - // m_fetchesInProgress.Add(avatarId, waitHandle); - // } - // } - - // if (fetchInProgress) - // { - // waitHandle.WaitOne(); - // appearance = CheckCache(avatarId); - // if (appearance != null) - // { - // waitHandle = null; - // return true; - // } - // else - // { - // waitHandle = null; - // return false; - // } - // } - // else - // { - // // BUG: !? (Reduced from 5000 to 500 by Adam) - // Thread.Sleep(500); //why is this here? - - // //this is the first thread to request this appearance - // //so let it check the db and if not found then create a default appearance - // //and add that to the cache - // appearance = CheckDatabase(avatarId); - // if (appearance != null) - // { - // //appearance has now been added to cache so lets pulse any waiting threads - // lock (m_syncLock) - // { - // m_fetchesInProgress.Remove(avatarId); - // waitHandle.Set(); - // } - // // waitHandle.Close(); - // waitHandle = null; - // return true; - // } - - // //not found a appearance for the user, so create a new default one - // appearance = CreateDefault(avatarId); - // if (appearance != null) - // { - // //update database - // if (m_enablePersist) - // { - // m_appearanceMapper.Add(avatarId.UUID, appearance); - // } - - // //add appearance to dictionary cache - // lock (m_avatarsAppearance) - // { - // m_avatarsAppearance[avatarId] = appearance; - // } - - // //appearance has now been added to cache so lets pulse any waiting threads - // lock (m_syncLock) - // { - // m_fetchesInProgress.Remove(avatarId); - // waitHandle.Set(); - // } - // // waitHandle.Close(); - // waitHandle = null; - // return true; - // } - // else - // { - // //something went wrong, so release the wait handle and remove it - // //all waiting threads will fail to find cached appearance - // //but its better for them to fail than wait for ever - // lock (m_syncLock) - // { - // m_fetchesInProgress.Remove(avatarId); - // waitHandle.Set(); - // } - // //waitHandle.Close(); - // waitHandle = null; - // return false; - // } - // } } private AvatarAppearance CreateDefault(LLUUID avatarId) @@ -188,37 +73,6 @@ namespace OpenSim.Region.Modules.AvatarFactory return appearance; } - private AvatarAppearance CheckDatabase(LLUUID avatarId) - { - AvatarAppearance appearance = null; - if (m_enablePersist) - { - if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance)) - { - appearance.VisualParams = GetDefaultVisualParams(); - appearance.Texture = AvatarAppearance.GetDefaultTexture(); - lock (m_avatarsAppearance) - { - m_avatarsAppearance[avatarId] = appearance; - } - } - } - return appearance; - } - - private AvatarAppearance CheckCache(LLUUID avatarId) - { - AvatarAppearance appearance = null; - lock (m_avatarsAppearance) - { - if (m_avatarsAppearance.ContainsKey(avatarId)) - { - appearance = m_avatarsAppearance[avatarId]; - } - } - return appearance; - } - public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); @@ -229,31 +83,6 @@ namespace OpenSim.Region.Modules.AvatarFactory m_scene = scene; } - // if (!m_configured) - // { - // m_configured = true; - // try - // { - // m_enablePersist = source.Configs["Startup"].GetBoolean("appearance_persist", false); - // } - // catch (Exception) - // { - // } - // if (m_enablePersist) - // { - // m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", ""); - - // string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL"); - - // DataMapperFactory.MAPPER_TYPE mapperType = - // (DataMapperFactory.MAPPER_TYPE) - // Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr); - - // m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, m_connectionString); - - // m_appearanceMapper = new AppearanceTableMapper(m_databaseMapper, "AvatarAppearance"); - // } - // } } public void PostInitialise() @@ -338,20 +167,17 @@ namespace OpenSim.Region.Modules.AvatarFactory } } - public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance) - { - if (m_enablePersist) - { - m_appearanceMapper.Update(userID.UUID, avatAppearance); - } - } - public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams) { visualParams = GetDefaultVisualParams(); wearables = AvatarWearable.DefaultWearables; } + public void UpdateDatabase(LLUUID user, AvatarAppearance appearance) + { + m_scene.CommsManager.UserService.UpdateUserAppearance(user, appearance); + } + private static byte[] GetDefaultVisualParams() { byte[] visualParams;