i can haz pantz?
You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.0.6.0-stable
parent
4b622ec881
commit
9808f39b6f
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@ -661,9 +661,7 @@ namespace OpenSim.Data.MySQL
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AvatarAppearance appearance = null;
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if (!m_appearanceMapper.TryGetValue(user.UUID, out appearance))
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{
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appearance = new AvatarAppearance();
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appearance.Owner = user;
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UpdateUserAppearance(user, appearance);
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appearance = null;
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}
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return appearance;
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}
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@ -60,15 +60,12 @@ namespace OpenSim.Data
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public abstract void Initialise(string connect);
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public abstract List<AvatarPickerAvatar> GeneratePickerResults(LLUUID queryID, string query);
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public AvatarAppearance GetUserAppearance(LLUUID user) {
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AvatarAppearance aa;
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AvatarAppearance aa = null;
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try {
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aa = aplist[user];
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m_log.Info("[APPEARANCE] Found appearance for " + user.ToString() + aa.ToString());
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} catch (System.Collections.Generic.KeyNotFoundException e) {
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aplist[user] = new AvatarAppearance();
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aplist[user].Owner = user;
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aa = aplist[user];
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m_log.Info("[APPEARANCE] Setting up default appearance for " + user.ToString() + aa.ToString());
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m_log.Info("[APPEARANCE] No appearance found for " + user.ToString());
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}
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return aa;
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}
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@ -611,7 +611,7 @@ namespace OpenSim.Framework.Communications
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m_log.InfoFormat("[USERSTORAGE]: Unable to find user appearance {0} via {1} ({2})", user.ToString(), plugin.Key, e.ToString());
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}
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}
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return new AvatarAppearance();
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return null;
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}
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public void UpdateUserAppearance(LLUUID user, AvatarAppearance appearance)
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@ -256,8 +256,14 @@ namespace OpenSim.Grid.UserServer
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if (requestData.Contains("owner"))
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{
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appearance = GetUserAppearance(new LLUUID((string)requestData["owner"]));
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if (appearance == null) {
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responseData = new Hashtable();
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responseData["error_type"] = "no appearance";
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responseData["error_desc"] = "There was no appearance found for this avatar";
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} else {
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responseData = appearance.ToHashTable();
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}
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}
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else
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{
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responseData = new Hashtable();
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@ -1780,28 +1780,27 @@ namespace OpenSim.Region.Environment.Scenes
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protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
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{
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AvatarAppearance appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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AvatarAppearance appearance = null;
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GetAvatarAppearance(client, out appearance);
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ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
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return avatar;
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}
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// protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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// {
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// appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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{
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appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
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// // if (m_AvatarFactory == null ||
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// // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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// // {
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// // //not found Appearance
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// // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
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// // byte[] visualParams;
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// // AvatarWearable[] wearables;
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// // GetDefaultAvatarAppearance(out wearables, out visualParams);
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// // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
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// // }
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// }
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if (m_AvatarFactory == null ||
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!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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{
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// not found Appearance
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m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
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appearance = new AvatarAppearance();
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}
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}
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/// <summary>
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/// Remove the given client from the scene.
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@ -59,112 +59,114 @@ namespace OpenSim.Region.Modules.AvatarFactory
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public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
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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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appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
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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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// //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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//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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// //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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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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// //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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//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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// 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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//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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// //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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//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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// //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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//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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// //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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