348 lines
13 KiB
C#
348 lines
13 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using libsecondlife;
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using Nini.Config;
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using OpenSim.Data.Base;
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using OpenSim.Data.MapperFactory;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Modules.AvatarFactory
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{
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public class AvatarFactoryModule : IAvatarFactory, IRegionModule
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{
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private Scene m_scene = null;
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private readonly Dictionary<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, AvatarAppearance>();
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private bool m_enablePersist = false;
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private string m_connectionString;
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private bool m_configured = false;
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private BaseDatabaseConnector m_databaseMapper;
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private AppearanceTableMapper m_appearanceMapper;
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private Dictionary<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
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private object m_syncLock = new object();
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public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
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{
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//should only let one thread at a time do this part
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EventWaitHandle waitHandle = null;
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bool fetchInProgress = false;
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lock (m_syncLock)
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{
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appearance = CheckCache(avatarId);
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if (appearance != null)
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{
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return true;
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}
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//not in cache so check to see if another thread is already fetching it
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if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
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{
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fetchInProgress = true;
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}
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else
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{
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fetchInProgress = false;
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//no thread already fetching this appearance, so add a wait handle to list
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//for any following threads that want the same appearance
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waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
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m_fetchesInProgress.Add(avatarId, waitHandle);
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}
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}
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if (fetchInProgress)
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{
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waitHandle.WaitOne();
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appearance = CheckCache(avatarId);
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if (appearance != null)
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{
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waitHandle = null;
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return true;
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}
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else
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{
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waitHandle = null;
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return false;
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}
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}
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else
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{
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// BUG: !? (Reduced from 5000 to 500 by Adam)
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Thread.Sleep(500); //why is this here?
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//this is the first thread to request this appearance
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//so let it check the db and if not found then create a default appearance
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//and add that to the cache
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appearance = CheckDatabase(avatarId);
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if (appearance != null)
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{
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//appearance has now been added to cache so lets pulse any waiting threads
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lock (m_syncLock)
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{
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m_fetchesInProgress.Remove(avatarId);
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waitHandle.Set();
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}
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// waitHandle.Close();
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waitHandle = null;
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return true;
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}
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//not found a appearance for the user, so create a new default one
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appearance = CreateDefault(avatarId);
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if (appearance != null)
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{
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//update database
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if (m_enablePersist)
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{
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m_appearanceMapper.Add(avatarId.UUID, appearance);
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}
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//add appearance to dictionary cache
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lock (m_avatarsAppearance)
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{
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m_avatarsAppearance[avatarId] = appearance;
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}
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//appearance has now been added to cache so lets pulse any waiting threads
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lock (m_syncLock)
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{
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m_fetchesInProgress.Remove(avatarId);
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waitHandle.Set();
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}
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// waitHandle.Close();
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waitHandle = null;
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return true;
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}
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else
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{
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//something went wrong, so release the wait handle and remove it
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//all waiting threads will fail to find cached appearance
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//but its better for them to fail than wait for ever
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lock (m_syncLock)
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{
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m_fetchesInProgress.Remove(avatarId);
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waitHandle.Set();
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}
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//waitHandle.Close();
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waitHandle = null;
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return false;
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}
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}
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}
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private AvatarAppearance CreateDefault(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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AvatarWearable[] wearables;
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byte[] visualParams;
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GetDefaultAvatarAppearance(out wearables, out visualParams);
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appearance = new AvatarAppearance(avatarId, wearables, visualParams);
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return appearance;
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}
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private AvatarAppearance CheckDatabase(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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if (m_enablePersist)
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{
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if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance))
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{
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appearance.VisualParams = GetDefaultVisualParams();
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appearance.TextureEntry = AvatarAppearance.GetDefaultTextureEntry();
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lock (m_avatarsAppearance)
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{
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m_avatarsAppearance[avatarId] = appearance;
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}
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}
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}
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return appearance;
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}
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private AvatarAppearance CheckCache(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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lock (m_avatarsAppearance)
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{
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if (m_avatarsAppearance.ContainsKey(avatarId))
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{
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appearance = m_avatarsAppearance[avatarId];
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}
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}
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return appearance;
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}
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public void Initialise(Scene scene, IConfigSource source)
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{
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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scene.EventManager.OnNewClient += NewClient;
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if (m_scene == null)
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{
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m_scene = scene;
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}
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if (!m_configured)
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{
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m_configured = true;
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try
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{
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m_enablePersist = source.Configs["Startup"].GetBoolean("appearance_persist", false);
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}
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catch (Exception)
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{
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}
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if (m_enablePersist)
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{
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m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", "");
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string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL");
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DataMapperFactory.MAPPER_TYPE mapperType =
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(DataMapperFactory.MAPPER_TYPE)
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Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr);
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m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, m_connectionString);
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m_appearanceMapper = new AppearanceTableMapper(m_databaseMapper, "AvatarAppearance");
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}
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "Default Avatar Factory"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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public void NewClient(IClientAPI client)
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{
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client.OnAvatarNowWearing += AvatarIsWearing;
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}
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public void RemoveClient(IClientAPI client)
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{
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// client.OnAvatarNowWearing -= AvatarIsWearing;
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}
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public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
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{
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IClientAPI clientView = (IClientAPI)sender;
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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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if (profile.RootFolder != null)
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{
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if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
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{
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AvatarAppearance avatAppearance = null;
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lock (m_avatarsAppearance)
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{
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avatAppearance = m_avatarsAppearance[clientView.AgentId];
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}
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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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if (wear.ItemID == LLUUID.Zero)
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{
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avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero;
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avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero;
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UpdateDatabase(clientView.AgentId, avatAppearance);
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}
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else
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{
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LLUUID assetId;
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InventoryItemBase baseItem = profile.RootFolder.FindItem(wear.ItemID);
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if (baseItem != null)
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{
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assetId = baseItem.AssetID;
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avatAppearance.Wearables[wear.Type].AssetID = assetId;
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avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
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UpdateDatabase(clientView.AgentId, avatAppearance);
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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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}
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}
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public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance)
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{
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if (m_enablePersist)
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{
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m_appearanceMapper.Update(userID.UUID, avatAppearance);
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}
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}
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public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
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{
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visualParams = GetDefaultVisualParams();
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wearables = AvatarWearable.DefaultWearables;
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}
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private static byte[] GetDefaultVisualParams()
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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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}
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}
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