Files
opensim/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
Sean Dague 53bcf2139e this removes use of the mapper for wearables, and I can confirm things
get saved to the database.  There are still issues on wearing things
after a cleared cache that I'm looking at now.
2008-05-21 18:02:09 +00:00

367 lines
14 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using libsecondlife;
using log4net;
using Nini.Config;
using OpenSim.Data.Base;
using OpenSim.Data.MapperFactory;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Modules.AvatarFactory
{
public class AvatarFactoryModule : IAvatarFactory, IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene = null;
private readonly Dictionary<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, AvatarAppearance>();
private bool m_enablePersist = false;
private string m_connectionString;
private bool m_configured = false;
private BaseDatabaseConnector m_databaseMapper;
private AppearanceTableMapper m_appearanceMapper;
private Dictionary<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
private object m_syncLock = new object();
public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
{
appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
if (appearance != null)
{
return true;
}
else
{
m_log.InfoFormat("[APPEARANCE] appearance not found for {0}", avatarId.ToString());
return false;
}
// //should only let one thread at a time do this part
// EventWaitHandle waitHandle = null;
// bool fetchInProgress = false;
// lock (m_syncLock)
// {
// appearance = CheckCache(avatarId);
// if (appearance != null)
// {
// return true;
// }
// //not in cache so check to see if another thread is already fetching it
// if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
// {
// fetchInProgress = true;
// }
// else
// {
// fetchInProgress = false;
// //no thread already fetching this appearance, so add a wait handle to list
// //for any following threads that want the same appearance
// waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
// m_fetchesInProgress.Add(avatarId, waitHandle);
// }
// }
// if (fetchInProgress)
// {
// waitHandle.WaitOne();
// appearance = CheckCache(avatarId);
// if (appearance != null)
// {
// waitHandle = null;
// return true;
// }
// else
// {
// waitHandle = null;
// return false;
// }
// }
// else
// {
// // BUG: !? (Reduced from 5000 to 500 by Adam)
// Thread.Sleep(500); //why is this here?
// //this is the first thread to request this appearance
// //so let it check the db and if not found then create a default appearance
// //and add that to the cache
// appearance = CheckDatabase(avatarId);
// if (appearance != null)
// {
// //appearance has now been added to cache so lets pulse any waiting threads
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// // waitHandle.Close();
// waitHandle = null;
// return true;
// }
// //not found a appearance for the user, so create a new default one
// appearance = CreateDefault(avatarId);
// if (appearance != null)
// {
// //update database
// if (m_enablePersist)
// {
// m_appearanceMapper.Add(avatarId.UUID, appearance);
// }
// //add appearance to dictionary cache
// lock (m_avatarsAppearance)
// {
// m_avatarsAppearance[avatarId] = appearance;
// }
// //appearance has now been added to cache so lets pulse any waiting threads
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// // waitHandle.Close();
// waitHandle = null;
// return true;
// }
// else
// {
// //something went wrong, so release the wait handle and remove it
// //all waiting threads will fail to find cached appearance
// //but its better for them to fail than wait for ever
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// //waitHandle.Close();
// waitHandle = null;
// return false;
// }
// }
}
private AvatarAppearance CreateDefault(LLUUID avatarId)
{
AvatarAppearance appearance = null;
AvatarWearable[] wearables;
byte[] visualParams;
GetDefaultAvatarAppearance(out wearables, out visualParams);
appearance = new AvatarAppearance(avatarId, wearables, visualParams);
return appearance;
}
private AvatarAppearance CheckDatabase(LLUUID avatarId)
{
AvatarAppearance appearance = null;
if (m_enablePersist)
{
if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance))
{
appearance.VisualParams = GetDefaultVisualParams();
appearance.Texture = AvatarAppearance.GetDefaultTexture();
lock (m_avatarsAppearance)
{
m_avatarsAppearance[avatarId] = appearance;
}
}
}
return appearance;
}
private AvatarAppearance CheckCache(LLUUID avatarId)
{
AvatarAppearance appearance = null;
lock (m_avatarsAppearance)
{
if (m_avatarsAppearance.ContainsKey(avatarId))
{
appearance = m_avatarsAppearance[avatarId];
}
}
return appearance;
}
public void Initialise(Scene scene, IConfigSource source)
{
scene.RegisterModuleInterface<IAvatarFactory>(this);
scene.EventManager.OnNewClient += NewClient;
if (m_scene == null)
{
m_scene = scene;
}
// if (!m_configured)
// {
// m_configured = true;
// try
// {
// m_enablePersist = source.Configs["Startup"].GetBoolean("appearance_persist", false);
// }
// catch (Exception)
// {
// }
// if (m_enablePersist)
// {
// m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", "");
// string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL");
// DataMapperFactory.MAPPER_TYPE mapperType =
// (DataMapperFactory.MAPPER_TYPE)
// Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr);
// m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, m_connectionString);
// m_appearanceMapper = new AppearanceTableMapper(m_databaseMapper, "AvatarAppearance");
// }
// }
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "Default Avatar Factory"; }
}
public bool IsSharedModule
{
get { return true; }
}
public void NewClient(IClientAPI client)
{
client.OnAvatarNowWearing += AvatarIsWearing;
}
public void RemoveClient(IClientAPI client)
{
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
public void AvatarIsWearing(Object sender, AvatarWearingArgs e)
{
IClientAPI clientView = (IClientAPI)sender;
ScenePresence avatar = m_scene.GetScenePresence(clientView.AgentId);
CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
AvatarAppearance avatAppearance = null;
if(!TryGetAvatarAppearance(clientView.AgentId, out avatAppearance)) {
m_log.Info("We didn't seem to find the appearance");
avatAppearance = avatar.Appearance;
}
m_log.Info("Calling Avatar is Wearing");
if (profile != null)
{
if (profile.RootFolder != null)
{
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < 13)
{
if (wear.ItemID == LLUUID.Zero)
{
avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero;
avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero;
}
else
{
LLUUID assetId;
InventoryItemBase baseItem = profile.RootFolder.FindItem(wear.ItemID);
if (baseItem != null)
{
assetId = baseItem.AssetID;
avatAppearance.Wearables[wear.Type].AssetID = assetId;
avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
}
else
{
m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, not wearing", wear.ItemID);
}
}
}
}
m_scene.CommsManager.UserService.UpdateUserAppearance(clientView.AgentId, avatAppearance);
avatar.Appearance = avatAppearance;
}
else
{
m_log.Error("Root Profile is null, we can't set the appearance");
}
}
}
public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance)
{
if (m_enablePersist)
{
m_appearanceMapper.Update(userID.UUID, avatAppearance);
}
}
public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams)
{
visualParams = GetDefaultVisualParams();
wearables = AvatarWearable.DefaultWearables;
}
private static byte[] GetDefaultVisualParams()
{
byte[] visualParams;
visualParams = new byte[218];
for (int i = 0; i < 218; i++)
{
visualParams[i] = 100;
}
return visualParams;
}
}
}