refactor: simplify existing npc code by creating them directly rather than indirectly via a timer
no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!bulletsim
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			@ -47,31 +47,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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        // private const bool m_enabled = false;
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        private Mutex m_createMutex;
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        private Timer m_timer;
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        private Dictionary<UUID,NPCAvatar> m_avatars = new Dictionary<UUID, NPCAvatar>();
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        private Dictionary<UUID,AvatarAppearance> m_appearanceCache = new Dictionary<UUID, AvatarAppearance>();
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        // Timer vars.
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        private bool p_inUse = false;
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        private readonly object p_lock = new object();
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        // Private Temporary Variables.
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        private string p_firstname;
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        private string p_lastname;
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        private Vector3 p_position;
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        private Scene p_scene;
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        private UUID p_cloneAppearanceFrom;
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        private UUID p_returnUuid;
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        public void Initialise(Scene scene, IConfigSource source)
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        {
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            m_createMutex = new Mutex(false);
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            m_timer = new Timer(500);
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            m_timer.Elapsed += m_timer_Elapsed;
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            m_timer.Start();
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            scene.RegisterModuleInterface<INPCModule>(this);
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        }
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			@ -92,33 +72,51 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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        public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom)
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        {
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            NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene);
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            npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue);
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            m_log.DebugFormat(
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                "[NPC MODULE]: Queueing request to create NPC {0} {1} at {2} in {3} cloning appearance of {4}",
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                firstname, lastname, position, scene.RegionInfo.RegionName, cloneAppearanceFrom);
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                "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
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                firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName);
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            // Block.
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            m_createMutex.WaitOne();
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            AgentCircuitData acd = new AgentCircuitData();
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            acd.AgentID = npcAvatar.AgentId;
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            acd.firstname = firstname;
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            acd.lastname = lastname;
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            acd.ServiceURLs = new Dictionary<string, object>();
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            // Copy Temp Variables for Timer to pick up.
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            lock (p_lock)
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            AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene);
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            AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
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            acd.Appearance = npcAppearance;
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            scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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            scene.AddNewClient(npcAvatar);
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            ScenePresence sp;
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            if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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            {
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                p_firstname = firstname;
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                p_lastname = lastname;
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                p_position = position;
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                p_scene = scene;
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                p_cloneAppearanceFrom = cloneAppearanceFrom;
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                p_inUse = true;
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                p_returnUuid = UUID.Zero;
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                m_log.DebugFormat(
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                    "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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                // Shouldn't call this - temporary.
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                sp.CompleteMovement(npcAvatar);
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//                        sp.SendAppearanceToAllOtherAgents();
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//
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//                        // Send animations back to the avatar as well
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//                        sp.Animator.SendAnimPack();
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            }
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            else
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            {
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                m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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            }
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            while (p_returnUuid == UUID.Zero)
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            {
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                Thread.Sleep(250);
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            }
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            lock (m_avatars)
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                m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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            m_createMutex.ReleaseMutex();
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            m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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            return p_returnUuid;
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            return npcAvatar.AgentId;
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        }
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        public void Autopilot(UUID agentID, Scene scene, Vector3 pos)
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			@ -157,69 +155,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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            }
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        }
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        void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
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        {
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            try
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            {
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                lock (p_lock)
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                {
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                    if (p_inUse)
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                    {
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                        p_inUse = false;
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                        NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene);
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                        npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue);
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                        m_log.DebugFormat(
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                            "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}",
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                            p_firstname, p_lastname, npcAvatar.AgentId, p_position, p_scene.RegionInfo.RegionName);
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                        AgentCircuitData acd = new AgentCircuitData();
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                        acd.AgentID = npcAvatar.AgentId;
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                        acd.firstname = p_firstname;
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                        acd.lastname = p_lastname;
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                        acd.ServiceURLs = new Dictionary<string, object>();
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                        AvatarAppearance originalAppearance = GetAppearance(p_cloneAppearanceFrom, p_scene);
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                        AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true);
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                        acd.Appearance = npcAppearance;
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                        p_scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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                        p_scene.AddNewClient(npcAvatar);
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                        ScenePresence sp;
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                        if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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                        {
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                            m_log.DebugFormat(
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                                "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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                            // Shouldn't call this - temporary.
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                            sp.CompleteMovement(npcAvatar);
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    //                        sp.SendAppearanceToAllOtherAgents();
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    //
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    //                        // Send animations back to the avatar as well
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    //                        sp.Animator.SendAnimPack();
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                        }
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                        else
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                        {
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                            m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
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                        }
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                        m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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                        p_returnUuid = npcAvatar.AgentId;
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                        m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", p_returnUuid);
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                    }
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                }
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            }
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            catch (Exception ex)
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            {
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                m_log.ErrorFormat("[NPC MODULE]: NPC creation failed with exception {0} {1}", ex.Message, ex.StackTrace);
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            }
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        }
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        public void PostInitialise()
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        {
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        }
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			@ -238,4 +173,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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            get { return true; }
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        }
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    }
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}
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}
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