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.
0.6.0-stable
Sean Dague 2008-05-21 20:18:40 +00:00
parent 53bcf2139e
commit 9389429ed3
3 changed files with 18 additions and 193 deletions

View File

@ -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;

View File

@ -1456,16 +1456,6 @@ 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++);
}
/// <summary>
@ -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()
);
}
/// <summary>
@ -1483,6 +1478,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
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<byte> 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

View File

@ -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<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, AvatarAppearance>();
private bool m_enablePersist = false;
private string m_connectionString;
private bool m_configured = false;
private BaseDatabaseConnector m_databaseMapper;
private AppearanceTableMapper m_appearanceMapper;
private Dictionary<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
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<IAvatarFactory>(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;