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
parent
53bcf2139e
commit
9389429ed3
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@ -347,6 +347,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction
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if (asset != null && asset.FullID == assetID)
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{
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// Assets never get updated, new ones get created
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asset.FullID = LLUUID.Random();
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asset.Name = item.Name;
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asset.Description = item.Description;
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asset.InvType = (sbyte) item.InvType;
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@ -1456,17 +1456,7 @@ namespace OpenSim.Region.Environment.Scenes
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SendFullUpdateToAllClients();
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SendAppearanceToAllOtherAgents();
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SendOwnAppearance();
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}
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public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)
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{
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m_log.Info("[APPEARANCE] Setting wearable with client, wearableid, wearable");
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m_appearance.SetWearable(wearableId, wearable);
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m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance);
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client.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
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}
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}
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/// <summary>
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///
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@ -1476,6 +1466,11 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_log.Info("[APPEARANCE] Sending Own Appearance");
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ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
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ControllingClient.SendAppearance(
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m_appearance.Owner,
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m_appearance.VisualParams,
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m_appearance.Texture.ToBytes()
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);
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}
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/// <summary>
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@ -1483,6 +1478,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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{
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m_log.Info("[APPEARANCE] Sending Appearance to All Other Agents");
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m_perfMonMS=System.Environment.TickCount;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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@ -1506,7 +1502,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetAppearance(byte[] texture, List<byte> visualParam)
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{
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m_log.Warn("[APPEARANCE] Setting Appearance");
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m_log.Info("[APPEARANCE] Setting Appearance");
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m_appearance.SetAppearance(texture, visualParam);
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SetHeight(m_appearance.AvatarHeight);
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m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
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@ -1517,9 +1513,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void SetWearable(int wearableId, AvatarWearable wearable)
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{
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m_log.Warn("[APPEARANCE] Setting Wearable");
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m_log.Info("[APPEARANCE] Setting Wearable");
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m_appearance.SetWearable(wearableId, wearable);
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m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
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m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
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}
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// Because appearance setting is in a module, we actually need
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@ -46,22 +46,13 @@ namespace OpenSim.Region.Modules.AvatarFactory
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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 readonly Dictionary<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, 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<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
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private object m_syncLock = new object();
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public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
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{
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appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
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if (appearance != null)
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{
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m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
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return true;
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}
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else
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@ -69,112 +60,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
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m_log.InfoFormat("[APPEARANCE] appearance not found for {0}", avatarId.ToString());
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return false;
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}
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// //should only let one thread at a time do this part
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// EventWaitHandle waitHandle = null;
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// bool fetchInProgress = false;
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// lock (m_syncLock)
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// {
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// appearance = CheckCache(avatarId);
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// if (appearance != null)
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// {
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// return true;
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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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// if (fetchInProgress)
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// {
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// waitHandle.WaitOne();
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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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// // BUG: !? (Reduced from 5000 to 500 by Adam)
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// Thread.Sleep(500); //why is this here?
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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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private AvatarAppearance CreateDefault(LLUUID avatarId)
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@ -188,37 +73,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
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return appearance;
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}
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private AvatarAppearance CheckDatabase(LLUUID 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.Texture = AvatarAppearance.GetDefaultTexture();
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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(LLUUID 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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{
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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@ -229,31 +83,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
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m_scene = scene;
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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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// }
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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_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", "");
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// string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL");
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// DataMapperFactory.MAPPER_TYPE mapperType =
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// (DataMapperFactory.MAPPER_TYPE)
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// Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr);
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// m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, 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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public void PostInitialise()
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@ -338,20 +167,17 @@ namespace OpenSim.Region.Modules.AvatarFactory
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}
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}
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public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance)
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{
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if (m_enablePersist)
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{
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m_appearanceMapper.Update(userID.UUID, avatAppearance);
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}
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}
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public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
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{
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visualParams = GetDefaultVisualParams();
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wearables = AvatarWearable.DefaultWearables;
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}
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public void UpdateDatabase(LLUUID user, AvatarAppearance appearance)
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{
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m_scene.CommsManager.UserService.UpdateUserAppearance(user, appearance);
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}
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private static byte[] GetDefaultVisualParams()
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{
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byte[] visualParams;
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