clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Reflection; |
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31 | using System.Threading; |
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32 | using System.Text; |
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33 | using System.Timers; |
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34 | using log4net; |
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35 | using Nini.Config; |
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36 | using OpenMetaverse; |
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37 | using OpenSim.Framework; |
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38 | using OpenSim.Region.Framework.Interfaces; |
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39 | using OpenSim.Region.Framework.Scenes; |
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40 | using OpenSim.Services.Interfaces; |
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41 | |||
42 | using Mono.Addins; |
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43 | using PermissionMask = OpenSim.Framework.PermissionMask; |
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44 | |||
45 | namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory |
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46 | { |
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47 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AvatarFactoryModule")] |
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48 | public class AvatarFactoryModule : IAvatarFactoryModule, INonSharedRegionModule |
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49 | { |
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50 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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51 | |||
52 | public const string BAKED_TEXTURES_REPORT_FORMAT = "{0,-9} {1}"; |
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53 | |||
54 | private Scene m_scene = null; |
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55 | |||
56 | private int m_savetime = 5; // seconds to wait before saving changed appearance |
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57 | private int m_sendtime = 2; // seconds to wait before sending changed appearance |
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58 | private bool m_reusetextures = false; |
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59 | |||
60 | private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates |
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61 | private System.Timers.Timer m_updateTimer = new System.Timers.Timer(); |
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62 | private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>(); |
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63 | private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>(); |
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64 | |||
65 | private object m_setAppearanceLock = new object(); |
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66 | |||
67 | #region Region Module interface |
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68 | |||
69 | public void Initialise(IConfigSource config) |
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70 | { |
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71 | |||
72 | IConfig appearanceConfig = config.Configs["Appearance"]; |
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73 | if (appearanceConfig != null) |
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74 | { |
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75 | m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime))); |
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76 | m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); |
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77 | m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures); |
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78 | |||
79 | // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime); |
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80 | } |
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81 | |||
82 | } |
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83 | |||
84 | public void AddRegion(Scene scene) |
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85 | { |
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86 | if (m_scene == null) |
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87 | m_scene = scene; |
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88 | |||
89 | scene.RegisterModuleInterface<IAvatarFactoryModule>(this); |
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90 | scene.EventManager.OnNewClient += SubscribeToClientEvents; |
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91 | } |
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92 | |||
93 | public void RemoveRegion(Scene scene) |
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94 | { |
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95 | if (scene == m_scene) |
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96 | { |
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97 | scene.UnregisterModuleInterface<IAvatarFactoryModule>(this); |
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98 | scene.EventManager.OnNewClient -= SubscribeToClientEvents; |
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99 | } |
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100 | |||
101 | m_scene = null; |
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102 | } |
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103 | |||
104 | public void RegionLoaded(Scene scene) |
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105 | { |
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106 | m_updateTimer.Enabled = false; |
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107 | m_updateTimer.AutoReset = true; |
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108 | m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops |
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109 | m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer); |
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110 | } |
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111 | |||
112 | public void Close() |
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113 | { |
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114 | } |
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115 | |||
116 | public string Name |
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117 | { |
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118 | get { return "Default Avatar Factory"; } |
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119 | } |
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120 | |||
121 | public bool IsSharedModule |
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122 | { |
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123 | get { return false; } |
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124 | } |
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125 | |||
126 | public Type ReplaceableInterface |
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127 | { |
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128 | get { return null; } |
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129 | } |
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130 | |||
131 | |||
132 | private void SubscribeToClientEvents(IClientAPI client) |
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133 | { |
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134 | client.OnRequestWearables += Client_OnRequestWearables; |
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135 | client.OnSetAppearance += Client_OnSetAppearance; |
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136 | client.OnAvatarNowWearing += Client_OnAvatarNowWearing; |
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137 | client.OnCachedTextureRequest += Client_OnCachedTextureRequest; |
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138 | } |
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139 | |||
140 | #endregion |
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141 | |||
142 | #region IAvatarFactoryModule |
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143 | |||
144 | /// </summary> |
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145 | /// <param name="sp"></param> |
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146 | /// <param name="texture"></param> |
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147 | /// <param name="visualParam"></param> |
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148 | public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) |
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149 | { |
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150 | DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List<CachedTextureRequestArg>()); |
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151 | } |
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152 | |||
153 | /// <summary> |
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154 | /// Set appearance data (texture asset IDs and slider settings) |
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155 | /// </summary> |
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156 | /// <param name="sp"></param> |
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157 | /// <param name="texture"></param> |
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158 | /// <param name="visualParam"></param> |
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159 | public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) |
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160 | { |
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161 | DoSetAppearance(sp, textureEntry, visualParams, new List<CachedTextureRequestArg>()); |
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162 | } |
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163 | |||
164 | /// <summary> |
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165 | /// Set appearance data (texture asset IDs and slider settings) |
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166 | /// </summary> |
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167 | /// <param name="sp"></param> |
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168 | /// <param name="texture"></param> |
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169 | /// <param name="visualParam"></param> |
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170 | protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes) |
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171 | { |
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172 | // m_log.DebugFormat( |
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173 | // "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", |
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174 | // sp.Name, textureEntry, visualParams); |
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175 | |||
176 | // TODO: This is probably not necessary any longer, just assume the |
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177 | // textureEntry set implies that the appearance transaction is complete |
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178 | bool changed = false; |
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179 | |||
180 | // Process the texture entry transactionally, this doesn't guarantee that Appearance is |
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181 | // going to be handled correctly but it does serialize the updates to the appearance |
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182 | lock (m_setAppearanceLock) |
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183 | { |
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184 | // Process the visual params, this may change height as well |
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185 | if (visualParams != null) |
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186 | { |
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187 | // string[] visualParamsStrings = new string[visualParams.Length]; |
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188 | // for (int i = 0; i < visualParams.Length; i++) |
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189 | // visualParamsStrings[i] = visualParams[i].ToString(); |
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190 | // m_log.DebugFormat( |
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191 | // "[AVFACTORY]: Setting visual params for {0} to {1}", |
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192 | // client.Name, string.Join(", ", visualParamsStrings)); |
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193 | |||
194 | float oldHeight = sp.Appearance.AvatarHeight; |
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195 | changed = sp.Appearance.SetVisualParams(visualParams); |
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196 | |||
197 | if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) |
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198 | ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); |
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199 | } |
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200 | |||
201 | // Process the baked texture array |
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202 | if (textureEntry != null) |
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203 | { |
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204 | // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); |
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205 | // WriteBakedTexturesReport(sp, m_log.DebugFormat); |
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206 | |||
207 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; |
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208 | |||
209 | // WriteBakedTexturesReport(sp, m_log.DebugFormat); |
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210 | |||
211 | // If bake textures are missing and this is not an NPC, request a rebake from client |
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212 | if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) |
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213 | RequestRebake(sp, true); |
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214 | |||
215 | // Save the wearble hashes in the appearance |
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216 | sp.Appearance.ResetTextureHashes(); |
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217 | if (m_reusetextures) |
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218 | { |
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219 | foreach (CachedTextureRequestArg arg in hashes) |
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220 | sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); |
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221 | } |
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222 | |||
223 | // This appears to be set only in the final stage of the appearance |
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224 | // update transaction. In theory, we should be able to do an immediate |
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225 | // appearance send and save here. |
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226 | } |
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227 | |||
228 | // NPC should send to clients immediately and skip saving appearance |
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229 | if (((ScenePresence)sp).PresenceType == PresenceType.Npc) |
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230 | { |
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231 | SendAppearance((ScenePresence)sp); |
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232 | return; |
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233 | } |
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234 | |||
235 | // save only if there were changes, send no matter what (doesn't hurt to send twice) |
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236 | if (changed) |
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237 | QueueAppearanceSave(sp.ControllingClient.AgentId); |
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238 | |||
239 | QueueAppearanceSend(sp.ControllingClient.AgentId); |
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240 | } |
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241 | |||
242 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); |
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243 | } |
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244 | |||
245 | private void SendAppearance(ScenePresence sp) |
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246 | { |
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247 | // Send the appearance to everyone in the scene |
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248 | sp.SendAppearanceToAllOtherAgents(); |
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249 | |||
250 | // Send animations back to the avatar as well |
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251 | sp.Animator.SendAnimPack(); |
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252 | } |
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253 | |||
254 | public bool SendAppearance(UUID agentId) |
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255 | { |
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256 | // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); |
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257 | |||
258 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
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259 | if (sp == null) |
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260 | { |
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261 | // This is expected if the user has gone away. |
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262 | // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); |
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263 | return false; |
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264 | } |
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265 | |||
266 | SendAppearance(sp); |
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267 | return true; |
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268 | } |
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269 | |||
270 | public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId) |
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271 | { |
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272 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
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273 | |||
274 | if (sp == null) |
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275 | return new Dictionary<BakeType, Primitive.TextureEntryFace>(); |
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276 | |||
277 | return GetBakedTextureFaces(sp); |
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278 | } |
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279 | |||
280 | public bool SaveBakedTextures(UUID agentId) |
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281 | { |
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282 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
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283 | |||
284 | if (sp == null) |
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285 | return false; |
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286 | |||
287 | m_log.DebugFormat( |
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288 | "[AV FACTORY]: Permanently saving baked textures for {0} in {1}", |
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289 | sp.Name, m_scene.RegionInfo.RegionName); |
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290 | |||
291 | Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp); |
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292 | |||
293 | if (bakedTextures.Count == 0) |
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294 | return false; |
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295 | |||
296 | foreach (BakeType bakeType in bakedTextures.Keys) |
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297 | { |
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298 | Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType]; |
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299 | |||
300 | if (bakedTextureFace == null) |
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301 | { |
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302 | // This can happen legitimately, since some baked textures might not exist |
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303 | //m_log.WarnFormat( |
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304 | // "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently", |
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305 | // bakeType, sp.Name, m_scene.RegionInfo.RegionName); |
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306 | continue; |
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307 | } |
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308 | |||
309 | AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString()); |
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310 | |||
311 | if (asset != null) |
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312 | { |
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313 | // Replace an HG ID with the simple asset ID so that we can persist textures for foreign HG avatars |
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314 | asset.ID = asset.FullID.ToString(); |
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315 | |||
316 | asset.Temporary = false; |
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317 | asset.Local = false; |
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318 | m_scene.AssetService.Store(asset); |
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319 | } |
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320 | else |
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321 | { |
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322 | m_log.WarnFormat( |
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323 | "[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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324 | bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName); |
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325 | } |
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326 | } |
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327 | return true; |
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328 | } |
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329 | |||
330 | /// <summary> |
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331 | /// Queue up a request to send appearance. |
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332 | /// </summary> |
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333 | /// <remarks> |
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334 | /// Makes it possible to accumulate changes without sending out each one separately. |
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335 | /// </remarks> |
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336 | /// <param name="agentId"></param> |
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337 | public void QueueAppearanceSend(UUID agentid) |
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338 | { |
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339 | // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); |
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340 | |||
341 | // 10000 ticks per millisecond, 1000 milliseconds per second |
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342 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); |
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343 | lock (m_sendqueue) |
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344 | { |
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345 | m_sendqueue[agentid] = timestamp; |
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346 | m_updateTimer.Start(); |
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347 | } |
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348 | } |
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349 | |||
350 | public void QueueAppearanceSave(UUID agentid) |
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351 | { |
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352 | // m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); |
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353 | |||
354 | // 10000 ticks per millisecond, 1000 milliseconds per second |
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355 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); |
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356 | lock (m_savequeue) |
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357 | { |
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358 | m_savequeue[agentid] = timestamp; |
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359 | m_updateTimer.Start(); |
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360 | } |
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361 | } |
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362 | |||
363 | public bool ValidateBakedTextureCache(IScenePresence sp) |
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364 | { |
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365 | bool defonly = true; // are we only using default textures |
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366 | |||
367 | // Process the texture entry |
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368 | for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) |
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369 | { |
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370 | int idx = AvatarAppearance.BAKE_INDICES[i]; |
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371 | Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; |
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372 | |||
373 | // if there is no texture entry, skip it |
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374 | if (face == null) |
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375 | continue; |
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376 | |||
377 | // m_log.DebugFormat( |
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378 | // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", |
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379 | // face.TextureID, idx, client.Name, client.AgentId); |
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380 | |||
381 | // if the texture is one of the "defaults" then skip it |
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382 | // this should probably be more intelligent (skirt texture doesnt matter |
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383 | // if the avatar isnt wearing a skirt) but if any of the main baked |
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384 | // textures is default then the rest should be as well |
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385 | if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE) |
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386 | continue; |
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387 | |||
388 | defonly = false; // found a non-default texture reference |
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389 | |||
390 | if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) |
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391 | return false; |
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392 | } |
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393 | |||
394 | // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); |
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395 | |||
396 | // If we only found default textures, then the appearance is not cached |
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397 | return (defonly ? false : true); |
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398 | } |
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399 | |||
400 | public int RequestRebake(IScenePresence sp, bool missingTexturesOnly) |
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401 | { |
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402 | int texturesRebaked = 0; |
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403 | |||
404 | for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) |
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405 | { |
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406 | int idx = AvatarAppearance.BAKE_INDICES[i]; |
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407 | Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; |
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408 | |||
409 | // if there is no texture entry, skip it |
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410 | if (face == null) |
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411 | continue; |
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412 | |||
413 | // m_log.DebugFormat( |
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414 | // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", |
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415 | // face.TextureID, idx, client.Name, client.AgentId); |
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416 | |||
417 | // if the texture is one of the "defaults" then skip it |
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418 | // this should probably be more intelligent (skirt texture doesnt matter |
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419 | // if the avatar isnt wearing a skirt) but if any of the main baked |
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420 | // textures is default then the rest should be as well |
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421 | if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE) |
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422 | continue; |
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423 | |||
424 | if (missingTexturesOnly) |
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425 | { |
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426 | if (m_scene.AssetService.Get(face.TextureID.ToString()) != null) |
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427 | { |
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428 | continue; |
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429 | } |
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430 | else |
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431 | { |
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432 | // On inter-simulator teleports, this occurs if baked textures are not being stored by the |
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433 | // grid asset service (which means that they are not available to the new region and so have |
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434 | // to be re-requested from the client). |
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435 | // |
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436 | // The only available core OpenSimulator behaviour right now |
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437 | // is not to store these textures, temporarily or otherwise. |
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438 | m_log.DebugFormat( |
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439 | "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", |
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440 | face.TextureID, idx, sp.Name); |
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441 | } |
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442 | } |
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443 | else |
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444 | { |
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445 | m_log.DebugFormat( |
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446 | "[AVFACTORY]: Requesting rebake of {0} ({1}) for {2}.", |
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447 | face.TextureID, idx, sp.Name); |
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448 | } |
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449 | |||
450 | texturesRebaked++; |
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451 | sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); |
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452 | } |
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453 | |||
454 | return texturesRebaked; |
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455 | } |
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456 | |||
457 | #endregion |
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458 | |||
459 | #region AvatarFactoryModule private methods |
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460 | |||
461 | private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp) |
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462 | { |
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463 | if (sp.IsChildAgent) |
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464 | return new Dictionary<BakeType, Primitive.TextureEntryFace>(); |
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465 | |||
466 | Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures |
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467 | = new Dictionary<BakeType, Primitive.TextureEntryFace>(); |
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468 | |||
469 | AvatarAppearance appearance = sp.Appearance; |
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470 | Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures; |
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471 | |||
472 | foreach (int i in Enum.GetValues(typeof(BakeType))) |
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473 | { |
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474 | BakeType bakeType = (BakeType)i; |
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475 | |||
476 | if (bakeType == BakeType.Unknown) |
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477 | continue; |
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478 | |||
479 | // m_log.DebugFormat( |
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480 | // "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", |
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481 | // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); |
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482 | |||
483 | int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); |
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484 | Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture |
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485 | bakedTextures[bakeType] = texture; |
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486 | } |
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487 | |||
488 | return bakedTextures; |
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489 | } |
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490 | |||
491 | private void HandleAppearanceUpdateTimer(object sender, EventArgs ea) |
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492 | { |
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493 | long now = DateTime.Now.Ticks; |
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494 | |||
495 | lock (m_sendqueue) |
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496 | { |
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497 | Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue); |
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498 | foreach (KeyValuePair<UUID, long> kvp in sends) |
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499 | { |
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500 | // We have to load the key and value into local parameters to avoid a race condition if we loop |
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501 | // around and load kvp with a different value before FireAndForget has launched its thread. |
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502 | UUID avatarID = kvp.Key; |
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503 | long sendTime = kvp.Value; |
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504 | |||
505 | // m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); |
||
506 | |||
507 | if (sendTime < now) |
||
508 | { |
||
509 | Util.FireAndForget(o => SendAppearance(avatarID)); |
||
510 | m_sendqueue.Remove(avatarID); |
||
511 | } |
||
512 | } |
||
513 | } |
||
514 | |||
515 | lock (m_savequeue) |
||
516 | { |
||
517 | Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue); |
||
518 | foreach (KeyValuePair<UUID, long> kvp in saves) |
||
519 | { |
||
520 | // We have to load the key and value into local parameters to avoid a race condition if we loop |
||
521 | // around and load kvp with a different value before FireAndForget has launched its thread. |
||
522 | UUID avatarID = kvp.Key; |
||
523 | long sendTime = kvp.Value; |
||
524 | |||
525 | if (sendTime < now) |
||
526 | { |
||
527 | Util.FireAndForget(o => SaveAppearance(avatarID)); |
||
528 | m_savequeue.Remove(avatarID); |
||
529 | } |
||
530 | } |
||
531 | |||
532 | // We must lock both queues here so that QueueAppearanceSave() or *Send() don't m_updateTimer.Start() on |
||
533 | // another thread inbetween the first count calls and m_updateTimer.Stop() on this thread. |
||
534 | lock (m_sendqueue) |
||
535 | if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) |
||
536 | m_updateTimer.Stop(); |
||
537 | } |
||
538 | } |
||
539 | |||
540 | private void SaveAppearance(UUID agentid) |
||
541 | { |
||
542 | // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved |
||
543 | // in a culture where decimal points are commas and then reloaded in a culture which just treats them as |
||
544 | // number seperators. |
||
545 | Culture.SetCurrentCulture(); |
||
546 | |||
547 | ScenePresence sp = m_scene.GetScenePresence(agentid); |
||
548 | if (sp == null) |
||
549 | { |
||
550 | // This is expected if the user has gone away. |
||
551 | // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); |
||
552 | return; |
||
553 | } |
||
554 | |||
555 | // m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); |
||
556 | |||
557 | // This could take awhile since it needs to pull inventory |
||
558 | // 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 |
||
559 | // assets and item asset id changes to complete. |
||
560 | // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids |
||
561 | // multiple save requests. |
||
562 | SetAppearanceAssets(sp.UUID, sp.Appearance); |
||
563 | |||
564 | // List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); |
||
565 | // foreach (AvatarAttachment att in attachments) |
||
566 | // { |
||
567 | // m_log.DebugFormat( |
||
568 | // "[AVFACTORY]: For {0} saving attachment {1} at point {2}", |
||
569 | // sp.Name, att.ItemID, att.AttachPoint); |
||
570 | // } |
||
571 | |||
572 | m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); |
||
573 | |||
574 | // Trigger this here because it's the final step in the set/queue/save process for appearance setting. |
||
575 | // Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes). |
||
576 | m_scene.EventManager.TriggerAvatarAppearanceChanged(sp); |
||
577 | } |
||
578 | |||
579 | private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) |
||
580 | { |
||
581 | IInventoryService invService = m_scene.InventoryService; |
||
582 | |||
583 | if (invService.GetRootFolder(userID) != null) |
||
584 | { |
||
585 | for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) |
||
586 | { |
||
587 | for (int j = 0; j < appearance.Wearables[i].Count; j++) |
||
588 | { |
||
589 | if (appearance.Wearables[i][j].ItemID == UUID.Zero) |
||
590 | continue; |
||
591 | |||
592 | // Ignore ruth's assets |
||
593 | if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) |
||
594 | continue; |
||
595 | |||
596 | InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); |
||
597 | baseItem = invService.GetItem(baseItem); |
||
598 | |||
599 | if (baseItem != null) |
||
600 | { |
||
601 | appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); |
||
602 | } |
||
603 | else |
||
604 | { |
||
605 | m_log.ErrorFormat( |
||
606 | "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", |
||
607 | appearance.Wearables[i][j].ItemID, (WearableType)i); |
||
608 | |||
609 | appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); |
||
610 | } |
||
611 | } |
||
612 | } |
||
613 | } |
||
614 | else |
||
615 | { |
||
616 | m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); |
||
617 | } |
||
618 | } |
||
619 | |||
620 | #endregion |
||
621 | |||
622 | #region Client Event Handlers |
||
623 | /// <summary> |
||
624 | /// Tell the client for this scene presence what items it should be wearing now |
||
625 | /// </summary> |
||
626 | /// <param name="client"></param> |
||
627 | private void Client_OnRequestWearables(IClientAPI client) |
||
628 | { |
||
629 | // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); |
||
630 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
||
631 | if (sp != null) |
||
632 | client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); |
||
633 | else |
||
634 | m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); |
||
635 | } |
||
636 | |||
637 | /// <summary> |
||
638 | /// Set appearance data (texture asset IDs and slider settings) received from a client |
||
639 | /// </summary> |
||
640 | /// <param name="client"></param> |
||
641 | /// <param name="texture"></param> |
||
642 | /// <param name="visualParam"></param> |
||
643 | private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List<CachedTextureRequestArg> hashes) |
||
644 | { |
||
645 | // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); |
||
646 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
||
647 | if (sp != null) |
||
648 | DoSetAppearance(sp, textureEntry, visualParams, hashes); |
||
649 | else |
||
650 | m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); |
||
651 | } |
||
652 | |||
653 | /// <summary> |
||
654 | /// Update what the avatar is wearing using an item from their inventory. |
||
655 | /// </summary> |
||
656 | /// <param name="client"></param> |
||
657 | /// <param name="e"></param> |
||
658 | private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e) |
||
659 | { |
||
660 | // m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId); |
||
661 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
||
662 | if (sp == null) |
||
663 | { |
||
664 | m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing unable to find presence for {0}", client.AgentId); |
||
665 | return; |
||
666 | } |
||
667 | |||
668 | // we need to clean out the existing textures |
||
669 | sp.Appearance.ResetAppearance(); |
||
670 | |||
671 | // operate on a copy of the appearance so we don't have to lock anything yet |
||
672 | AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); |
||
673 | |||
674 | foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) |
||
675 | { |
||
676 | if (wear.Type < AvatarWearable.MAX_WEARABLES) |
||
677 | avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero); |
||
678 | } |
||
679 | |||
680 | avatAppearance.GetAssetsFrom(sp.Appearance); |
||
681 | |||
682 | lock (m_setAppearanceLock) |
||
683 | { |
||
684 | // Update only those fields that we have changed. This is important because the viewer |
||
685 | // often sends AvatarIsWearing and SetAppearance packets at once, and AvatarIsWearing |
||
686 | // shouldn't overwrite the changes made in SetAppearance. |
||
687 | sp.Appearance.Wearables = avatAppearance.Wearables; |
||
688 | sp.Appearance.Texture = avatAppearance.Texture; |
||
689 | |||
690 | // We don't need to send the appearance here since the "iswearing" will trigger a new set |
||
691 | // of visual param and baked texture changes. When those complete, the new appearance will be sent |
||
692 | |||
693 | QueueAppearanceSave(client.AgentId); |
||
694 | } |
||
695 | } |
||
696 | |||
697 | /// <summary> |
||
698 | /// Respond to the cached textures request from the client |
||
699 | /// </summary> |
||
700 | /// <param name="client"></param> |
||
701 | /// <param name="serial"></param> |
||
702 | /// <param name="cachedTextureRequest"></param> |
||
703 | private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest) |
||
704 | { |
||
705 | // m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); |
||
706 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
||
707 | |||
708 | List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>(); |
||
709 | foreach (CachedTextureRequestArg request in cachedTextureRequest) |
||
710 | { |
||
711 | UUID texture = UUID.Zero; |
||
712 | int index = request.BakedTextureIndex; |
||
713 | |||
714 | if (m_reusetextures) |
||
715 | { |
||
716 | if (sp.Appearance.GetTextureHash(index) == request.WearableHashID) |
||
717 | { |
||
718 | Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; |
||
719 | if (face != null) |
||
720 | texture = face.TextureID; |
||
721 | } |
||
722 | else |
||
723 | { |
||
724 | // We know that that hash is wrong, null it out |
||
725 | // and wait for the setappearance call |
||
726 | sp.Appearance.SetTextureHash(index,UUID.Zero); |
||
727 | } |
||
728 | |||
729 | // m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID); |
||
730 | } |
||
731 | |||
732 | CachedTextureResponseArg response = new CachedTextureResponseArg(); |
||
733 | response.BakedTextureIndex = index; |
||
734 | response.BakedTextureID = texture; |
||
735 | response.HostName = null; |
||
736 | |||
737 | cachedTextureResponse.Add(response); |
||
738 | } |
||
739 | |||
740 | // m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial); |
||
741 | // The serial number appears to be used to match requests and responses |
||
742 | // in the texture transaction. We just send back the serial number |
||
743 | // that was provided in the request. The viewer bumps this for us. |
||
744 | client.SendCachedTextureResponse(sp, serial, cachedTextureResponse); |
||
745 | } |
||
746 | |||
747 | |||
748 | #endregion |
||
749 | |||
750 | public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction) |
||
751 | { |
||
752 | outputAction("For {0} in {1}", sp.Name, m_scene.RegionInfo.RegionName); |
||
753 | outputAction(BAKED_TEXTURES_REPORT_FORMAT, "Bake Type", "UUID"); |
||
754 | |||
755 | Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp.UUID); |
||
756 | |||
757 | foreach (BakeType bt in bakedTextures.Keys) |
||
758 | { |
||
759 | string rawTextureID; |
||
760 | |||
761 | if (bakedTextures[bt] == null) |
||
762 | { |
||
763 | rawTextureID = "not set"; |
||
764 | } |
||
765 | else |
||
766 | { |
||
767 | rawTextureID = bakedTextures[bt].TextureID.ToString(); |
||
768 | |||
769 | if (m_scene.AssetService.Get(rawTextureID) == null) |
||
770 | rawTextureID += " (not found)"; |
||
771 | else |
||
772 | rawTextureID += " (uploaded)"; |
||
773 | } |
||
774 | |||
775 | outputAction(BAKED_TEXTURES_REPORT_FORMAT, bt, rawTextureID); |
||
776 | } |
||
777 | |||
778 | bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp); |
||
779 | outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete"); |
||
780 | } |
||
781 | } |
||
782 | } |