From 9389429ed3de0c67e8e708a34c3820ff4f9e8ca0 Mon Sep 17 00:00:00 2001
From: Sean Dague
Date: Wed, 21 May 2008 20:18:40 +0000
Subject: Clean out some crufty in AvatarFactoryModule Fix
 RequestUpdateInventoryItem so that asset changes generate a new asset, which
 is needed for editing appearance to do the right thing.  Persistant
 appearance seems to work after this, except you need to rebake textures some
 times.

---
 .../AssetTransaction/AgentAssetsTransactions.cs    |   2 +
 OpenSim/Region/Environment/Scenes/ScenePresence.cs |  23 ++-
 .../Modules/AvatarFactory/AvatarFactoryModule.cs   | 186 +--------------------
 3 files changed, 18 insertions(+), 193 deletions(-)

diff --git a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs
index 81e19e6..f2185ab 100644
--- a/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs
+++ b/OpenSim/Region/Environment/Modules/Agent/AssetTransaction/AgentAssetsTransactions.cs
@@ -347,6 +347,8 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetTransaction
 
                         if (asset != null && asset.FullID == assetID)
                         {
+                            // Assets never get updated, new ones get created
+                            asset.FullID = LLUUID.Random();
                             asset.Name = item.Name;
                             asset.Description = item.Description;
                             asset.InvType = (sbyte) item.InvType;
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index f70eb45..1aa800a 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1456,17 +1456,7 @@ namespace OpenSim.Region.Environment.Scenes
 
             SendFullUpdateToAllClients();
             SendAppearanceToAllOtherAgents();
-            SendOwnAppearance();
-        }
-
-
-        public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)
-        {
-            m_log.Info("[APPEARANCE] Setting wearable with client, wearableid, wearable");
-            m_appearance.SetWearable(wearableId, wearable);
-            m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance);
-            client.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
-        }
+         }
 
         /// <summary>
         ///
@@ -1476,6 +1466,11 @@ namespace OpenSim.Region.Environment.Scenes
         {
             m_log.Info("[APPEARANCE] Sending Own Appearance");
             ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
+            ControllingClient.SendAppearance(
+                                            m_appearance.Owner,
+                                            m_appearance.VisualParams,
+                                            m_appearance.Texture.ToBytes()
+                                            );
         }
 
         /// <summary>
@@ -1483,6 +1478,7 @@ namespace OpenSim.Region.Environment.Scenes
         /// </summary>
         public void SendAppearanceToAllOtherAgents()
         {
+            m_log.Info("[APPEARANCE] Sending Appearance to All Other Agents");
             m_perfMonMS=System.Environment.TickCount;
 
             m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
@@ -1506,7 +1502,7 @@ namespace OpenSim.Region.Environment.Scenes
 
         public void SetAppearance(byte[] texture, List<byte> visualParam)
         {
-            m_log.Warn("[APPEARANCE] Setting Appearance");
+            m_log.Info("[APPEARANCE] Setting Appearance");
             m_appearance.SetAppearance(texture, visualParam);
             SetHeight(m_appearance.AvatarHeight);
             m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
@@ -1517,9 +1513,10 @@ namespace OpenSim.Region.Environment.Scenes
 
         public void SetWearable(int wearableId, AvatarWearable wearable)
         {
-            m_log.Warn("[APPEARANCE] Setting Wearable");
+            m_log.Info("[APPEARANCE] Setting Wearable");
             m_appearance.SetWearable(wearableId, wearable);
             m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
+            m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
         }
 
         // Because appearance setting is in a module, we actually need
diff --git a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
index 5c5cb17..0b75e89 100644
--- a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
@@ -46,22 +46,13 @@ namespace OpenSim.Region.Modules.AvatarFactory
     {
         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) 
             {
+                m_log.InfoFormat("[APPEARANCE] found : {0}", appearance.ToString());
                 return true;
             }
             else
@@ -69,112 +60,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
                 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)
@@ -188,37 +73,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
             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);
@@ -229,31 +83,6 @@ namespace OpenSim.Region.Modules.AvatarFactory
                 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()
@@ -338,20 +167,17 @@ namespace OpenSim.Region.Modules.AvatarFactory
             }
         }
 
-        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;
         }
 
+        public void UpdateDatabase(LLUUID user, AvatarAppearance appearance)
+        { 
+            m_scene.CommsManager.UserService.UpdateUserAppearance(user, appearance);
+        }
+
         private static byte[] GetDefaultVisualParams()
         {
             byte[] visualParams;
-- 
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