Merge commit 'eac29396d98a4864923a69e0eb73cecdd8a225b3' into bigmerge
commit
d1028b3647
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@ -105,143 +105,143 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
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}
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#endregion
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#region IAvatarFactoryModule
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings)
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
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{
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// m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId);
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// TODO: This is probably not necessary any longer, just assume the
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// textureEntry set implies that the appearance transaction is complete
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bool changed = false;
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// Process the texture entry transactionally, this doesn't guarantee that Appearance is
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// going to be handled correctly but it does serialize the updates to the appearance
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lock (m_setAppearanceLock)
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{
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// Process the visual params, this may change height as well
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if (visualParams != null)
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{
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// string[] visualParamsStrings = new string[visualParams.Length];
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// for (int i = 0; i < visualParams.Length; i++)
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// visualParamsStrings[i] = visualParams[i].ToString();
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// m_log.DebugFormat(
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// "[AVFACTORY]: Setting visual params for {0} to {1}",
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// client.Name, string.Join(", ", visualParamsStrings));
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float oldHeight = sp.Appearance.AvatarHeight;
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changed = sp.Appearance.SetVisualParams(visualParams);
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if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
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((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
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}
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// Process the baked texture array
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if (textureEntry != null)
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); });
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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}
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(sp.ControllingClient.AgentId);
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QueueAppearanceSend(sp.ControllingClient.AgentId);
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}
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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}
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public bool SendAppearance(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
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return false;
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}
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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return true;
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}
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public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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return new Dictionary<BakeType, Primitive.TextureEntryFace>();
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return GetBakedTextureFaces(sp);
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}
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public bool SaveBakedTextures(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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return false;
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m_log.DebugFormat(
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"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
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sp.Name, m_scene.RegionInfo.RegionName);
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Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);
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if (bakedTextures.Count == 0)
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return false;
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foreach (BakeType bakeType in bakedTextures.Keys)
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{
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Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
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if (bakedTextureFace == null)
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{
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m_log.WarnFormat(
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"[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently",
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bakeType, sp.Name, m_scene.RegionInfo.RegionName);
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continue;
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}
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AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString());
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if (asset != null)
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{
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asset.Temporary = false;
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asset.Local = false;
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m_scene.AssetService.Store(asset);
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}
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else
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{
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m_log.WarnFormat(
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"[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
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bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
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}
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}
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return true;
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}
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#endregion
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#region IAvatarFactoryModule
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings)
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams)
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{
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// m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId);
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// TODO: This is probably not necessary any longer, just assume the
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// textureEntry set implies that the appearance transaction is complete
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bool changed = false;
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// Process the texture entry transactionally, this doesn't guarantee that Appearance is
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// going to be handled correctly but it does serialize the updates to the appearance
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lock (m_setAppearanceLock)
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{
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// Process the visual params, this may change height as well
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if (visualParams != null)
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{
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// string[] visualParamsStrings = new string[visualParams.Length];
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// for (int i = 0; i < visualParams.Length; i++)
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// visualParamsStrings[i] = visualParams[i].ToString();
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// m_log.DebugFormat(
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// "[AVFACTORY]: Setting visual params for {0} to {1}",
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// client.Name, string.Join(", ", visualParamsStrings));
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float oldHeight = sp.Appearance.AvatarHeight;
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changed = sp.Appearance.SetVisualParams(visualParams);
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if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
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((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
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}
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// Process the baked texture array
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if (textureEntry != null)
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); });
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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}
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(sp.ControllingClient.AgentId);
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QueueAppearanceSend(sp.ControllingClient.AgentId);
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}
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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}
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public bool SendAppearance(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
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return false;
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}
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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return true;
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}
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public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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return new Dictionary<BakeType, Primitive.TextureEntryFace>();
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return GetBakedTextureFaces(sp);
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}
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public bool SaveBakedTextures(UUID agentId)
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{
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ScenePresence sp = m_scene.GetScenePresence(agentId);
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if (sp == null)
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return false;
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m_log.DebugFormat(
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"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
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sp.Name, m_scene.RegionInfo.RegionName);
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Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);
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if (bakedTextures.Count == 0)
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return false;
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foreach (BakeType bakeType in bakedTextures.Keys)
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{
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Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
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if (bakedTextureFace == null)
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{
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m_log.WarnFormat(
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"[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently",
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bakeType, sp.Name, m_scene.RegionInfo.RegionName);
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continue;
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}
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AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString());
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if (asset != null)
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{
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asset.Temporary = false;
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asset.Local = false;
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m_scene.AssetService.Store(asset);
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}
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else
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{
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m_log.WarnFormat(
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"[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
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bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
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}
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}
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return true;
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}
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/// <summary>
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/// Check for the existence of the baked texture assets.
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/// </summary>
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@ -249,42 +249,42 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public bool ValidateBakedTextureCache(IScenePresence sp)
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{
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return ValidateBakedTextureCache(sp, true);
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}
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/// <summary>
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/// Queue up a request to send appearance, makes it possible to
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/// accumulate changes without sending out each one separately.
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
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lock (m_sendqueue)
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{
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m_sendqueue[agentid] = timestamp;
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m_updateTimer.Start();
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}
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}
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public void QueueAppearanceSave(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
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lock (m_savequeue)
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{
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m_savequeue[agentid] = timestamp;
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m_updateTimer.Start();
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}
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}
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#endregion
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#region AvatarFactoryModule private methods
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}
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/// <summary>
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/// Queue up a request to send appearance, makes it possible to
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/// accumulate changes without sending out each one separately.
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
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lock (m_sendqueue)
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{
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m_sendqueue[agentid] = timestamp;
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m_updateTimer.Start();
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}
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}
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public void QueueAppearanceSave(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
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lock (m_savequeue)
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{
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m_savequeue[agentid] = timestamp;
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m_updateTimer.Start();
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}
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}
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#endregion
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#region AvatarFactoryModule private methods
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// unless checkonly is true.
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@ -416,105 +416,105 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
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m_updateTimer.Stop();
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}
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private void SaveAppearance(UUID agentid)
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{
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// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
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// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
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// number seperators.
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Culture.SetCurrentCulture();
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ScenePresence sp = m_scene.GetScenePresence(agentid);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
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return;
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}
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// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
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// This could take awhile since it needs to pull inventory
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// We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
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// assets and item asset id changes to complete.
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// I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
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// multiple save requests.
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SetAppearanceAssets(sp.UUID, sp.Appearance);
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m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
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}
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private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
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{
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IInventoryService invService = m_scene.InventoryService;
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if (invService.GetRootFolder(userID) != null)
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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{
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for (int j = 0; j < appearance.Wearables[j].Count; j++)
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{
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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continue;
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// Ignore ruth's assets
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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continue;
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InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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baseItem = invService.GetItem(baseItem);
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if (baseItem != null)
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{
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appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
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}
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else
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{
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m_log.ErrorFormat(
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"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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appearance.Wearables[i][j].ItemID, (WearableType)i);
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appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
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}
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}
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}
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}
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else
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{
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m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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}
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}
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#endregion
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#region Client Event Handlers
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}
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private void SaveAppearance(UUID agentid)
|
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{
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// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
|
||||
// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
|
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// number seperators.
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Culture.SetCurrentCulture();
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ScenePresence sp = m_scene.GetScenePresence(agentid);
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if (sp == null)
|
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{
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m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
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return;
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}
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// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
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|
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// This could take awhile since it needs to pull inventory
|
||||
// We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
|
||||
// assets and item asset id changes to complete.
|
||||
// I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
|
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// multiple save requests.
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SetAppearanceAssets(sp.UUID, sp.Appearance);
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m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
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}
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private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
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{
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IInventoryService invService = m_scene.InventoryService;
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if (invService.GetRootFolder(userID) != null)
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
|
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{
|
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for (int j = 0; j < appearance.Wearables[j].Count; j++)
|
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{
|
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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continue;
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// Ignore ruth's assets
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if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
|
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continue;
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||||
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
|
||||
baseItem = invService.GetItem(baseItem);
|
||||
|
||||
if (baseItem != null)
|
||||
{
|
||||
appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
|
||||
appearance.Wearables[i][j].ItemID, (WearableType)i);
|
||||
|
||||
appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client Event Handlers
|
||||
/// <summary>
|
||||
/// Tell the client for this scene presence what items it should be wearing now
|
||||
/// </summary>
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
private void Client_OnRequestWearables(IClientAPI client)
|
||||
{
|
||||
{
|
||||
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
|
||||
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
||||
if (sp != null)
|
||||
if (sp != null)
|
||||
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
|
||||
else
|
||||
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set appearance data (texture asset IDs and slider settings) received from a client
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="visualParam"></param>
|
||||
private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
|
||||
{
|
||||
// m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
|
||||
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
||||
if (sp != null)
|
||||
SetAppearance(sp, textureEntry, visualParams);
|
||||
else
|
||||
m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set appearance data (texture asset IDs and slider settings) received from a client
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="visualParam"></param>
|
||||
private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
|
||||
{
|
||||
// m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
|
||||
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
||||
if (sp != null)
|
||||
SetAppearance(sp, textureEntry, visualParams);
|
||||
else
|
||||
m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -523,7 +523,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
/// <param name="client"></param>
|
||||
/// <param name="e"></param>
|
||||
private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e)
|
||||
{
|
||||
{
|
||||
// m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId);
|
||||
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
||||
if (sp == null)
|
||||
|
@ -558,8 +558,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// of visual param and baked texture changes. When those complete, the new appearance will be sent
|
||||
|
||||
QueueAppearanceSave(client.AgentId);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -82,7 +82,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
|
||||
AvatarFactoryModule afm = new AvatarFactoryModule();
|
||||
TestScene scene = SceneHelpers.SetupScene(assetCache);
|
||||
SceneHelpers.SetupSceneModules(scene, afm);
|
||||
SceneHelpers.SetupSceneModules(scene, afm);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
|
||||
|
||||
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
|
||||
|
|
|
@ -32,8 +32,8 @@ using OpenSim.Framework;
|
|||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
public interface IAvatarFactoryModule
|
||||
{
|
||||
|
||||
{
|
||||
|
||||
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -987,6 +987,46 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return found;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether this region has a neighbour in the given direction.
|
||||
/// </summary>
|
||||
/// <param name="car"></param>
|
||||
/// <param name="fix"></param>
|
||||
/// <returns>
|
||||
/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
|
||||
/// Returns a positive integer if there is a region in that direction, a negative integer if not.
|
||||
/// </returns>
|
||||
public int HaveNeighbor(Cardinals car, ref int[] fix)
|
||||
{
|
||||
uint neighbourx = RegionInfo.RegionLocX;
|
||||
uint neighboury = RegionInfo.RegionLocY;
|
||||
|
||||
int dir = (int)car;
|
||||
|
||||
if (dir > 1 && dir < 5) //Heading East
|
||||
neighbourx++;
|
||||
else if (dir > 5) // Heading West
|
||||
neighbourx--;
|
||||
|
||||
if (dir < 3 || dir == 8) // Heading North
|
||||
neighboury++;
|
||||
else if (dir > 3 && dir < 7) // Heading Sout
|
||||
neighboury--;
|
||||
|
||||
int x = (int)(neighbourx * Constants.RegionSize);
|
||||
int y = (int)(neighboury * Constants.RegionSize);
|
||||
GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y);
|
||||
|
||||
if (neighbourRegion == null)
|
||||
{
|
||||
fix[0] = (int)(RegionInfo.RegionLocX - neighbourx);
|
||||
fix[1] = (int)(RegionInfo.RegionLocY - neighboury);
|
||||
return dir * (-1);
|
||||
}
|
||||
else
|
||||
return dir;
|
||||
}
|
||||
|
||||
// Alias IncomingHelloNeighbour OtherRegionUp, for now
|
||||
public GridRegion IncomingHelloNeighbour(RegionInfo neighbour)
|
||||
{
|
||||
|
|
|
@ -3134,17 +3134,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_scene.TestBorderCross(pos2, Cardinals.S))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.SW, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
|
||||
}
|
||||
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.NW, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
|
||||
}
|
||||
else
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.W, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
|
||||
}
|
||||
}
|
||||
else if (m_scene.TestBorderCross(pos2, Cardinals.E))
|
||||
|
@ -3152,28 +3152,28 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (m_scene.TestBorderCross(pos2, Cardinals.S))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.SE, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
|
||||
}
|
||||
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.NE, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
|
||||
}
|
||||
else
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.E, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
|
||||
}
|
||||
}
|
||||
else if (m_scene.TestBorderCross(pos2, Cardinals.S))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.S, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
|
||||
}
|
||||
else if (m_scene.TestBorderCross(pos2, Cardinals.N))
|
||||
{
|
||||
needsTransit = true;
|
||||
neighbor = HaveNeighbor(Cardinals.N, ref fix);
|
||||
neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
|
||||
}
|
||||
|
||||
// Makes sure avatar does not end up outside region
|
||||
|
@ -3248,46 +3248,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether this region has a neighbour in the given direction.
|
||||
/// </summary>
|
||||
/// <param name="car"></param>
|
||||
/// <param name="fix"></param>
|
||||
/// <returns>
|
||||
/// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8.
|
||||
/// Returns a positive integer if there is a region in that direction, a negative integer if not.
|
||||
/// </returns>
|
||||
protected int HaveNeighbor(Cardinals car, ref int[] fix)
|
||||
{
|
||||
uint neighbourx = m_scene.RegionInfo.RegionLocX;
|
||||
uint neighboury = m_scene.RegionInfo.RegionLocY;
|
||||
|
||||
int dir = (int)car;
|
||||
|
||||
if (dir > 1 && dir < 5) //Heading East
|
||||
neighbourx++;
|
||||
else if (dir > 5) // Heading West
|
||||
neighbourx--;
|
||||
|
||||
if (dir < 3 || dir == 8) // Heading North
|
||||
neighboury++;
|
||||
else if (dir > 3 && dir < 7) // Heading Sout
|
||||
neighboury--;
|
||||
|
||||
int x = (int)(neighbourx * Constants.RegionSize);
|
||||
int y = (int)(neighboury * Constants.RegionSize);
|
||||
GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y);
|
||||
|
||||
if (neighbourRegion == null)
|
||||
{
|
||||
fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx);
|
||||
fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury);
|
||||
return dir * (-1);
|
||||
}
|
||||
else
|
||||
return dir;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the agent outside the region bounds
|
||||
/// Tells neighbor region that we're crossing to it
|
||||
|
|
Loading…
Reference in New Issue