Very partial Avatar Appearance (ie, clothes/body parts) "storage". In standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.afrisby
parent
86ae8e97cd
commit
cac98171e5
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@ -333,7 +333,7 @@ namespace OpenSim.Framework.Communications.Cache
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//really need to fix this call, if lbsa71 saw this he would die.
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m_userTransactions.Manager.CommsManager.AssetCache.AddAsset(Asset);
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CachedUserInfo userInfo =
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m_userTransactions.Manager.CommsManager.UserProfileCache.GetUserDetails(ourClient.AgentId);
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m_userTransactions.Manager.CommsManager.UserProfileCacheService.GetUserDetails(ourClient.AgentId);
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if (userInfo != null)
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{
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InventoryItemBase item = new InventoryItemBase();
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@ -64,11 +64,11 @@ namespace OpenSim.Framework.Communications
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get { return m_interRegion; }
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}
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protected UserProfileCacheService m_userProfileCache;
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protected UserProfileCacheService m_userProfileCacheService;
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public UserProfileCacheService UserProfileCache
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public UserProfileCacheService UserProfileCacheService
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{
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get { return m_userProfileCache; }
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get { return m_userProfileCacheService; }
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}
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protected AssetTransactionManager m_transactionsManager;
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@ -97,7 +97,7 @@ namespace OpenSim.Framework.Communications
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{
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m_networkServersInfo = serversInfo;
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m_assetCache = assetCache;
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m_userProfileCache = new UserProfileCacheService(this);
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m_userProfileCacheService = new UserProfileCacheService(this);
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m_transactionsManager = new AssetTransactionManager(this, dumpAssetsToFile);
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}
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@ -156,7 +156,7 @@ namespace OpenSim.Framework.Communications
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public void HandleUUIDNameRequest(LLUUID uuid, IClientAPI remote_client)
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{
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if (uuid == m_userProfileCache.libraryRoot.agentID)
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if (uuid == m_userProfileCacheService.libraryRoot.agentID)
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{
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remote_client.SendNameReply(uuid, "Mr", "OpenSim");
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}
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@ -175,11 +175,7 @@ namespace OpenSim.Framework.Communications
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}
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public List<AvatarPickerAvatar> GenerateAgentPickerRequestResponse(LLUUID queryID, string query)
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{
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List<AvatarPickerAvatar> pickerlist = m_userService.GenerateAgentPickerRequestResponse(queryID, query);
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return pickerlist;
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}
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@ -1,5 +1,6 @@
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using System;
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using libsecondlife;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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@ -11,18 +12,30 @@ namespace OpenSim.Region.Environment.Modules
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public class AvatarFactoryModule : IAvatarFactory
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{
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private Scene m_scene = null;
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private Dictionary<LLUUID, AvatarWearing> m_avatarsClothes = new Dictionary<LLUUID, AvatarWearing>();
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public bool TryGetIntialAvatarAppearance(LLUUID avatarId, out AvatarWearable[] wearables,
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out byte[] visualParams)
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{
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if (!m_avatarsClothes.ContainsKey(avatarId))
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{
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GetDefaultAvatarAppearance(out wearables, out visualParams);
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AvatarWearing wearing = new AvatarWearing(wearables);
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m_avatarsClothes[avatarId] = wearing;
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return true;
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}
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else
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{
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visualParams = SetDefaultVisualParams();
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wearables = m_avatarsClothes[avatarId].IsWearing;
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return true;
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}
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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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// scene.EventManager.OnNewClient += NewClient;
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scene.EventManager.OnNewClient += NewClient;
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if (m_scene == null)
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{
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@ -50,7 +63,7 @@ namespace OpenSim.Region.Environment.Modules
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public void NewClient(IClientAPI client)
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{
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// client.OnAvatarNowWearing += AvatarIsWearing;
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client.OnAvatarNowWearing += AvatarIsWearing;
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}
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public void RemoveClient(IClientAPI client)
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@ -64,15 +77,25 @@ namespace OpenSim.Region.Environment.Modules
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//Todo look up the assetid from the inventory cache (or something) for each itemId that is in AvatarWearingArgs
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// then store assetid and itemId and wearable type in a database
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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if (wear.Type < 13)
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{
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LLUUID assetId;
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCache.GetUserDetails(clientView.AgentId);
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CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
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if (profile != null)
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{
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InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID);
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if (baseItem != null)
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{
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assetId = baseItem.assetID;
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//Tempoaray dictionary storage. This is be storing to a database
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if (m_avatarsClothes.ContainsKey(clientView.AgentId))
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{
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AvatarWearing avWearing = m_avatarsClothes[clientView.AgentId];
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avWearing.IsWearing[wear.Type].AssetID = assetId;
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avWearing.IsWearing[wear.Type].ItemID = wear.ItemID;
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}
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}
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}
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}
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}
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@ -80,13 +103,57 @@ namespace OpenSim.Region.Environment.Modules
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public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
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{
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visualParams = SetDefaultVisualParams();
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wearables = AvatarWearable.DefaultWearables;
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}
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private static byte[] SetDefaultVisualParams()
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{
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byte[] visualParams;
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visualParams = new byte[218];
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for (int i = 0; i < 218; i++)
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{
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visualParams[i] = 100;
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}
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return visualParams;
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}
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wearables = AvatarWearable.DefaultWearables;
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public class AvatarWearing
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{
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public AvatarWearable[] IsWearing;
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public AvatarWearing()
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{
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IsWearing = new AvatarWearable[13];
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for (int i = 0; i < 13; i++)
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{
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IsWearing[i] = new AvatarWearable();
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}
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}
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public AvatarWearing(AvatarWearable[] wearing)
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{
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if (wearing.Length == 13)
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{
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IsWearing = new AvatarWearable[13];
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for (int i = 0; i < 13; i++)
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{
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IsWearing[i] = new AvatarWearable();
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IsWearing[i].AssetID = wearing[i].AssetID;
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IsWearing[i].ItemID = wearing[i].ItemID;
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}
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}
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else
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{
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IsWearing = new AvatarWearable[13];
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for (int i = 0; i < 13; i++)
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{
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IsWearing[i] = new AvatarWearable();
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}
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}
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}
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}
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}
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}
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@ -53,7 +53,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void AddInventoryItem(IClientAPI remoteClient, InventoryItemBase item)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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userInfo.AddItem(remoteClient.AgentId, item);
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public LLUUID CapsUpdateInventoryItemAsset(IClientAPI remoteClient, LLUUID itemID, byte[] data)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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if (userInfo.RootFolder != null)
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@ -109,7 +109,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void UDPUpdateInventoryItemAsset(IClientAPI remoteClient, LLUUID transactionID, LLUUID assetID,
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LLUUID itemID)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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if (userInfo.RootFolder != null)
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@ -157,10 +157,10 @@ namespace OpenSim.Region.Environment.Scenes
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public void CopyInventoryItem(IClientAPI remoteClient, uint callbackID, LLUUID oldAgentID, LLUUID oldItemID, LLUUID newFolderID, string newName)
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{
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InventoryItemBase item = CommsManager.UserProfileCache.libraryRoot.HasItem(oldItemID);
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InventoryItemBase item = CommsManager.UserProfileCacheService.libraryRoot.HasItem(oldItemID);
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if (item == null)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(oldAgentID);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(oldAgentID);
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if (userInfo == null)
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{
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MainLog.Instance.Warn("INVENTORY", "Failed to find user " + oldAgentID.ToString());
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@ -212,7 +212,7 @@ namespace OpenSim.Region.Environment.Scenes
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private void CreateNewInventoryItem(IClientAPI remoteClient, LLUUID folderID, uint callbackID,
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AssetBase asset, uint nextOwnerMask)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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InventoryItemBase item = new InventoryItemBase();
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@ -252,7 +252,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (transActionID == LLUUID.Zero)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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AssetBase asset = CreateAsset(name, description, invType, assetType, null);
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@ -320,7 +320,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void RezScript(IClientAPI remoteClient, LLUUID itemID, uint localID)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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LLUUID copyID = LLUUID.Random();
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if (userInfo != null)
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{
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@ -398,7 +398,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (PermissionsMngr.CanDeRezObject(remoteClient.AgentId, ((SceneObjectGroup) selectedEnt).UUID))
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{
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string sceneObjectXml = ((SceneObjectGroup) selectedEnt).ToXmlString();
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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AssetBase asset = CreateAsset(
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@ -454,7 +454,7 @@ namespace OpenSim.Region.Environment.Scenes
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public virtual void RezObject(IClientAPI remoteClient, LLUUID itemID, LLVector3 pos)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCache.GetUserDetails(remoteClient.AgentId);
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null)
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{
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if (userInfo.RootFolder != null)
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@ -949,7 +949,7 @@ namespace OpenSim.Region.Environment.Scenes
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CreateAndAddScenePresence(client, child);
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m_LandManager.sendParcelOverlay(client);
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CommsManager.UserProfileCache.AddNewUser(client.AgentId);
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CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
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CommsManager.TransactionsManager.AddUser(client.AgentId);
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}
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@ -999,10 +999,10 @@ namespace OpenSim.Region.Environment.Scenes
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client.OnGodKickUser += handleGodlikeKickUser;
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client.OnCreateNewInventoryItem += CreateNewInventoryItem;
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client.OnCreateNewInventoryFolder += CommsManager.UserProfileCache.HandleCreateInventoryFolder;
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client.OnFetchInventoryDescendents += CommsManager.UserProfileCache.HandleFecthInventoryDescendents;
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client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
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client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFecthInventoryDescendents;
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client.OnRequestTaskInventory += RequestTaskInventory;
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client.OnFetchInventory += CommsManager.UserProfileCache.HandleFetchInventory;
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client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
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client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset;
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client.OnCopyInventoryItem += CopyInventoryItem;
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client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest;
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Loading…
Reference in New Issue