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authorteravus2013-01-26 07:31:54 -0500
committerteravus2013-01-26 07:31:54 -0500
commit564b513963bd35e072b0a1f760cfc5ac8675f776 (patch)
tree881e17e20efae5f2f10b3351e502a83fc8ce2c65 /OpenSim/Region
parentMerge remote-tracking branch 'remotes/origin/avination' into teravuswork (diff)
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* This update is ugly as sin, but it 'fills in the blanks' of your appearance when your inventory items go missing. This repairs appearance from missing wearables immediately on the V1 appearance pipeline, the second login on Firestorm. It only replaces the essential body parts that are missing.. hair, skin, eyes, shape... so if you delete all your wearables, you will rez naked. Anyway, this is still experimental.. I need another day of playing with this to handle all of the situations. One thing that I still need to do is try and get the assets.. and if we can't get the assets for some reason, skip and replace that part of the outfit.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs263
1 files changed, 259 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 7ec2860..fd442dc 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -674,20 +674,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
674 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) 674 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
675 { 675 {
676 IInventoryService invService = m_scene.InventoryService; 676 IInventoryService invService = m_scene.InventoryService;
677 677 bool resetwearable = false;
678 if (invService.GetRootFolder(userID) != null) 678 if (invService.GetRootFolder(userID) != null)
679 { 679 {
680 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) 680 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
681 { 681 {
682 for (int j = 0; j < appearance.Wearables[i].Count; j++) 682 for (int j = 0; j < appearance.Wearables[i].Count; j++)
683 { 683 {
684 // Check if the default wearables are not set
684 if (appearance.Wearables[i][j].ItemID == UUID.Zero) 685 if (appearance.Wearables[i][j].ItemID == UUID.Zero)
686 {
687 switch ((WearableType) i)
688 {
689 case WearableType.Eyes:
690 case WearableType.Hair:
691 case WearableType.Shape:
692 case WearableType.Skin:
693 //case WearableType.Underpants:
694 TryAndRepair((WearableType)i, invService, userID, appearance);
695 resetwearable = true;
696 m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
697 resetwearable = true;
698 break;
699
700 }
685 continue; 701 continue;
702 }
686 703
687 // Ignore ruth's assets 704 // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
688 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) 705 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
706 {
707 switch ((WearableType)i)
708 {
709 case WearableType.Eyes:
710 case WearableType.Hair:
711 case WearableType.Shape:
712 case WearableType.Skin:
713 //case WearableType.Underpants:
714 TryAndRepair((WearableType)i, invService, userID, appearance);
715
716 m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
717 resetwearable = true;
718 break;
719
720 }
689 continue; 721 continue;
690 722 }
723
691 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); 724 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
692 baseItem = invService.GetItem(baseItem); 725 baseItem = invService.GetItem(baseItem);
693 726
@@ -701,17 +734,239 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
701 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", 734 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
702 appearance.Wearables[i][j].ItemID, (WearableType)i); 735 appearance.Wearables[i][j].ItemID, (WearableType)i);
703 736
704 appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); 737 TryAndRepair((WearableType)i, invService, userID, appearance);
738 resetwearable = true;
739
705 } 740 }
706 } 741 }
707 } 742 }
743
744 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
745 if (appearance.Wearables[(int) WearableType.Eyes] == null)
746 {
747 m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
748
749 TryAndRepair(WearableType.Eyes, invService, userID, appearance);
750 resetwearable = true;
751 }
752 else
753 {
754 if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
755 {
756 m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
757 appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
758 appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
759 TryAndRepair(WearableType.Eyes, invService, userID, appearance);
760 resetwearable = true;
761
762 }
763
764 }
765 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
766 if (appearance.Wearables[(int)WearableType.Shape] == null)
767 {
768 m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
769
770 TryAndRepair(WearableType.Shape, invService, userID, appearance);
771 resetwearable = true;
772 }
773 else
774 {
775 if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
776 {
777 m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
778 appearance.Wearables[(int)WearableType.Shape][0].ItemID,
779 appearance.Wearables[(int)WearableType.Shape][0].AssetID);
780 TryAndRepair(WearableType.Shape, invService, userID, appearance);
781 resetwearable = true;
782
783 }
784
785 }
786 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
787 if (appearance.Wearables[(int)WearableType.Hair] == null)
788 {
789 m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
790
791 TryAndRepair(WearableType.Hair, invService, userID, appearance);
792 resetwearable = true;
793 }
794 else
795 {
796 if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
797 {
798 m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
799 appearance.Wearables[(int)WearableType.Hair][0].ItemID,
800 appearance.Wearables[(int)WearableType.Hair][0].AssetID);
801 TryAndRepair(WearableType.Hair, invService, userID, appearance);
802 resetwearable = true;
803
804 }
805
806 }
807 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
808 if (appearance.Wearables[(int)WearableType.Skin] == null)
809 {
810 m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
811
812 TryAndRepair(WearableType.Skin, invService, userID, appearance);
813 resetwearable = true;
814 }
815 else
816 {
817 if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
818 {
819 m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
820 appearance.Wearables[(int)WearableType.Skin][0].ItemID,
821 appearance.Wearables[(int)WearableType.Skin][0].AssetID);
822 TryAndRepair(WearableType.Skin, invService, userID, appearance);
823 resetwearable = true;
824
825 }
826
827 }
828 if (resetwearable)
829 {
830 ScenePresence presence = null;
831 if (m_scene.TryGetScenePresence(userID, out presence))
832 {
833 presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
834 presence.Appearance.Serial++);
835 }
836 }
837
708 } 838 }
709 else 839 else
710 { 840 {
711 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); 841 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
712 } 842 }
713 } 843 }
844 private void TryAndRepair(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
845 {
846 UUID defaultwearable = GetDefaultItem(type);
847 if (defaultwearable != UUID.Zero)
848 {
849 UUID newInvItem = UUID.Random();
850 InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
851 {
852 AssetID =
853 defaultwearable,
854 AssetType
855 =
856 (int)
857 AssetType
858 .Bodypart,
859 CreatorId
860 =
861 userID
862 .ToString
863 (),
864 //InvType = (int)InventoryType.Wearable,
865
866 Description
867 =
868 "Failed Wearable Replacement",
869 Folder =
870 invService
871 .GetFolderForType
872 (userID,
873 AssetType
874 .Bodypart)
875 .ID,
876 Flags = (uint) type,
877 Name = Enum.GetName(typeof (WearableType), type),
878 BasePermissions = (uint) PermissionMask.Copy,
879 CurrentPermissions = (uint) PermissionMask.Copy,
880 EveryOnePermissions = (uint) PermissionMask.Copy,
881 GroupPermissions = (uint) PermissionMask.Copy,
882 NextPermissions = (uint) PermissionMask.Copy
883 };
884 invService.AddItem(itembase);
885 UUID LinkInvItem = UUID.Random();
886 itembase = new InventoryItemBase(LinkInvItem, userID)
887 {
888 AssetID =
889 newInvItem,
890 AssetType
891 =
892 (int)
893 AssetType
894 .Link,
895 CreatorId
896 =
897 userID
898 .ToString
899 (),
900 InvType = (int) InventoryType.Wearable,
901
902 Description
903 =
904 "Failed Wearable Replacement",
905 Folder =
906 invService
907 .GetFolderForType
908 (userID,
909 AssetType
910 .CurrentOutfitFolder)
911 .ID,
912 Flags = (uint) type,
913 Name = Enum.GetName(typeof (WearableType), type),
914 BasePermissions = (uint) PermissionMask.Copy,
915 CurrentPermissions = (uint) PermissionMask.Copy,
916 EveryOnePermissions = (uint) PermissionMask.Copy,
917 GroupPermissions = (uint) PermissionMask.Copy,
918 NextPermissions = (uint) PermissionMask.Copy
919 };
920 invService.AddItem(itembase);
921 appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
922 ScenePresence presence = null;
923 if (m_scene.TryGetScenePresence(userID, out presence))
924 {
925 m_scene.SendInventoryUpdate(presence.ControllingClient,
926 invService.GetFolderForType(userID,
927 AssetType
928 .CurrentOutfitFolder),
929 false, true);
930 }
931 }
932 }
933 private UUID GetDefaultItem(WearableType wearable)
934 {
935 // These are Urban male.. but it doesn't matter as long as the assets exist.
936 UUID ret = UUID.Zero;
937 switch (wearable)
938 {
939 case WearableType.Eyes:
940 ret = new UUID("46d7f979-c060-0ad6-5d3c-8de38c941c8d");
941 break;
942 case WearableType.Hair:
943 ret = new UUID("21ae002d-57af-441a-81ff-86f5f674b9b9");
944 break;
945 case WearableType.Pants:
946 ret = new UUID("e3440698-48fd-41ac-af9b-f680547cbef2");
947 break;
948 case WearableType.Shape:
949 ret = new UUID("7c1f1354-2aba-4e55-8357-1545c2c003ce");
950 break;
951 case WearableType.Shirt:
952 ret = new UUID("f8fefa00-b019-4072-9c04-ff79c65348b9");
953 break;
954 case WearableType.Shoes:
955 ret = new UUID("6455d2cf-0ee1-4c9a-9812-da03371bf719");
956 break;
957 case WearableType.Skin:
958 ret = new UUID("29c99e80-cf59-4fa0-9f8e-e4a1ccaf2fa3");
959 break;
960 case WearableType.Socks:
961 ret = new UUID("96472ac3-1e18-49e5-b2e4-17c03791ea96");
962 break;
963 case WearableType.Underpants:
964 ret = new UUID("d6c7b174-8a2d-473f-a80f-3b7d7b7b3a96");
965 break;
966 }
714 967
968 return ret;
969 }
715 #endregion 970 #endregion
716 971
717 #region Client Event Handlers 972 #region Client Event Handlers