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author | Dan Lake | 2011-10-19 15:38:25 -0700 |
---|---|---|
committer | Dan Lake | 2011-10-19 15:38:25 -0700 |
commit | eac29396d98a4864923a69e0eb73cecdd8a225b3 (patch) | |
tree | bd9ca40f69659cdeb5902211030d589ac01e6abf | |
parent | Merge branch 'master' of git://opensimulator.org/git/opensim (diff) | |
download | opensim-SC_OLD-eac29396d98a4864923a69e0eb73cecdd8a225b3.zip opensim-SC_OLD-eac29396d98a4864923a69e0eb73cecdd8a225b3.tar.gz opensim-SC_OLD-eac29396d98a4864923a69e0eb73cecdd8a225b3.tar.bz2 opensim-SC_OLD-eac29396d98a4864923a69e0eb73cecdd8a225b3.tar.xz |
Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line endings from previous commit.
5 files changed, 318 insertions, 318 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 0c7c690..236a47c 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | |||
@@ -105,143 +105,143 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
105 | client.OnAvatarNowWearing += Client_OnAvatarNowWearing; | 105 | client.OnAvatarNowWearing += Client_OnAvatarNowWearing; |
106 | } | 106 | } |
107 | 107 | ||
108 | #endregion | 108 | #endregion |
109 | 109 | ||
110 | #region IAvatarFactoryModule | 110 | #region IAvatarFactoryModule |
111 | 111 | ||
112 | /// <summary> | 112 | /// <summary> |
113 | /// Set appearance data (texture asset IDs and slider settings) | 113 | /// Set appearance data (texture asset IDs and slider settings) |
114 | /// </summary> | 114 | /// </summary> |
115 | /// <param name="sp"></param> | 115 | /// <param name="sp"></param> |
116 | /// <param name="texture"></param> | 116 | /// <param name="texture"></param> |
117 | /// <param name="visualParam"></param> | 117 | /// <param name="visualParam"></param> |
118 | public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) | 118 | public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) |
119 | { | 119 | { |
120 | // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId); | 120 | // m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}", client.AgentId); |
121 | 121 | ||
122 | // TODO: This is probably not necessary any longer, just assume the | 122 | // TODO: This is probably not necessary any longer, just assume the |
123 | // textureEntry set implies that the appearance transaction is complete | 123 | // textureEntry set implies that the appearance transaction is complete |
124 | bool changed = false; | 124 | bool changed = false; |
125 | 125 | ||
126 | // Process the texture entry transactionally, this doesn't guarantee that Appearance is | 126 | // Process the texture entry transactionally, this doesn't guarantee that Appearance is |
127 | // going to be handled correctly but it does serialize the updates to the appearance | 127 | // going to be handled correctly but it does serialize the updates to the appearance |
128 | lock (m_setAppearanceLock) | 128 | lock (m_setAppearanceLock) |
129 | { | 129 | { |
130 | // Process the visual params, this may change height as well | 130 | // Process the visual params, this may change height as well |
131 | if (visualParams != null) | 131 | if (visualParams != null) |
132 | { | 132 | { |
133 | // string[] visualParamsStrings = new string[visualParams.Length]; | 133 | // string[] visualParamsStrings = new string[visualParams.Length]; |
134 | // for (int i = 0; i < visualParams.Length; i++) | 134 | // for (int i = 0; i < visualParams.Length; i++) |
135 | // visualParamsStrings[i] = visualParams[i].ToString(); | 135 | // visualParamsStrings[i] = visualParams[i].ToString(); |
136 | // m_log.DebugFormat( | 136 | // m_log.DebugFormat( |
137 | // "[AVFACTORY]: Setting visual params for {0} to {1}", | 137 | // "[AVFACTORY]: Setting visual params for {0} to {1}", |
138 | // client.Name, string.Join(", ", visualParamsStrings)); | 138 | // client.Name, string.Join(", ", visualParamsStrings)); |
139 | 139 | ||
140 | float oldHeight = sp.Appearance.AvatarHeight; | 140 | float oldHeight = sp.Appearance.AvatarHeight; |
141 | changed = sp.Appearance.SetVisualParams(visualParams); | 141 | changed = sp.Appearance.SetVisualParams(visualParams); |
142 | 142 | ||
143 | if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) | 143 | if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) |
144 | ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); | 144 | ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); |
145 | } | 145 | } |
146 | 146 | ||
147 | // Process the baked texture array | 147 | // Process the baked texture array |
148 | if (textureEntry != null) | 148 | if (textureEntry != null) |
149 | { | 149 | { |
150 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; | 150 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; |
151 | 151 | ||
152 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID); | 152 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID); |
153 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); }); | 153 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(sp, false); }); |
154 | 154 | ||
155 | // This appears to be set only in the final stage of the appearance | 155 | // This appears to be set only in the final stage of the appearance |
156 | // update transaction. In theory, we should be able to do an immediate | 156 | // update transaction. In theory, we should be able to do an immediate |
157 | // appearance send and save here. | 157 | // appearance send and save here. |
158 | 158 | ||
159 | } | 159 | } |
160 | // save only if there were changes, send no matter what (doesn't hurt to send twice) | 160 | // save only if there were changes, send no matter what (doesn't hurt to send twice) |
161 | if (changed) | 161 | if (changed) |
162 | QueueAppearanceSave(sp.ControllingClient.AgentId); | 162 | QueueAppearanceSave(sp.ControllingClient.AgentId); |
163 | 163 | ||
164 | QueueAppearanceSend(sp.ControllingClient.AgentId); | 164 | QueueAppearanceSend(sp.ControllingClient.AgentId); |
165 | } | 165 | } |
166 | 166 | ||
167 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); | 167 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); |
168 | } | 168 | } |
169 | 169 | ||
170 | public bool SendAppearance(UUID agentId) | 170 | public bool SendAppearance(UUID agentId) |
171 | { | 171 | { |
172 | ScenePresence sp = m_scene.GetScenePresence(agentId); | 172 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
173 | if (sp == null) | 173 | if (sp == null) |
174 | { | 174 | { |
175 | m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); | 175 | m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); |
176 | return false; | 176 | return false; |
177 | } | 177 | } |
178 | 178 | ||
179 | // Send the appearance to everyone in the scene | 179 | // Send the appearance to everyone in the scene |
180 | sp.SendAppearanceToAllOtherAgents(); | 180 | sp.SendAppearanceToAllOtherAgents(); |
181 | 181 | ||
182 | // Send animations back to the avatar as well | 182 | // Send animations back to the avatar as well |
183 | sp.Animator.SendAnimPack(); | 183 | sp.Animator.SendAnimPack(); |
184 | 184 | ||
185 | return true; | 185 | return true; |
186 | } | 186 | } |
187 | 187 | ||
188 | public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId) | 188 | public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId) |
189 | { | 189 | { |
190 | ScenePresence sp = m_scene.GetScenePresence(agentId); | 190 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
191 | 191 | ||
192 | if (sp == null) | 192 | if (sp == null) |
193 | return new Dictionary<BakeType, Primitive.TextureEntryFace>(); | 193 | return new Dictionary<BakeType, Primitive.TextureEntryFace>(); |
194 | 194 | ||
195 | return GetBakedTextureFaces(sp); | 195 | return GetBakedTextureFaces(sp); |
196 | } | 196 | } |
197 | 197 | ||
198 | public bool SaveBakedTextures(UUID agentId) | 198 | public bool SaveBakedTextures(UUID agentId) |
199 | { | 199 | { |
200 | ScenePresence sp = m_scene.GetScenePresence(agentId); | 200 | ScenePresence sp = m_scene.GetScenePresence(agentId); |
201 | 201 | ||
202 | if (sp == null) | 202 | if (sp == null) |
203 | return false; | 203 | return false; |
204 | 204 | ||
205 | m_log.DebugFormat( | 205 | m_log.DebugFormat( |
206 | "[AV FACTORY]: Permanently saving baked textures for {0} in {1}", | 206 | "[AV FACTORY]: Permanently saving baked textures for {0} in {1}", |
207 | sp.Name, m_scene.RegionInfo.RegionName); | 207 | sp.Name, m_scene.RegionInfo.RegionName); |
208 | 208 | ||
209 | Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp); | 209 | Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp); |
210 | 210 | ||
211 | if (bakedTextures.Count == 0) | 211 | if (bakedTextures.Count == 0) |
212 | return false; | 212 | return false; |
213 | 213 | ||
214 | foreach (BakeType bakeType in bakedTextures.Keys) | 214 | foreach (BakeType bakeType in bakedTextures.Keys) |
215 | { | 215 | { |
216 | Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType]; | 216 | Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType]; |
217 | 217 | ||
218 | if (bakedTextureFace == null) | 218 | if (bakedTextureFace == null) |
219 | { | 219 | { |
220 | m_log.WarnFormat( | 220 | m_log.WarnFormat( |
221 | "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently", | 221 | "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently", |
222 | bakeType, sp.Name, m_scene.RegionInfo.RegionName); | 222 | bakeType, sp.Name, m_scene.RegionInfo.RegionName); |
223 | 223 | ||
224 | continue; | 224 | continue; |
225 | } | 225 | } |
226 | 226 | ||
227 | AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString()); | 227 | AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString()); |
228 | 228 | ||
229 | if (asset != null) | 229 | if (asset != null) |
230 | { | 230 | { |
231 | asset.Temporary = false; | 231 | asset.Temporary = false; |
232 | asset.Local = false; | 232 | asset.Local = false; |
233 | m_scene.AssetService.Store(asset); | 233 | m_scene.AssetService.Store(asset); |
234 | } | 234 | } |
235 | else | 235 | else |
236 | { | 236 | { |
237 | m_log.WarnFormat( | 237 | m_log.WarnFormat( |
238 | "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently", | 238 | "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently", |
239 | bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName); | 239 | bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName); |
240 | } | 240 | } |
241 | } | 241 | } |
242 | return true; | 242 | return true; |
243 | } | 243 | } |
244 | 244 | ||
245 | /// <summary> | 245 | /// <summary> |
246 | /// Check for the existence of the baked texture assets. | 246 | /// Check for the existence of the baked texture assets. |
247 | /// </summary> | 247 | /// </summary> |
@@ -249,42 +249,42 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
249 | public bool ValidateBakedTextureCache(IScenePresence sp) | 249 | public bool ValidateBakedTextureCache(IScenePresence sp) |
250 | { | 250 | { |
251 | return ValidateBakedTextureCache(sp, true); | 251 | return ValidateBakedTextureCache(sp, true); |
252 | } | 252 | } |
253 | 253 | ||
254 | /// <summary> | 254 | /// <summary> |
255 | /// Queue up a request to send appearance, makes it possible to | 255 | /// Queue up a request to send appearance, makes it possible to |
256 | /// accumulate changes without sending out each one separately. | 256 | /// accumulate changes without sending out each one separately. |
257 | /// </summary> | 257 | /// </summary> |
258 | public void QueueAppearanceSend(UUID agentid) | 258 | public void QueueAppearanceSend(UUID agentid) |
259 | { | 259 | { |
260 | // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); | 260 | // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); |
261 | 261 | ||
262 | // 10000 ticks per millisecond, 1000 milliseconds per second | 262 | // 10000 ticks per millisecond, 1000 milliseconds per second |
263 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); | 263 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); |
264 | lock (m_sendqueue) | 264 | lock (m_sendqueue) |
265 | { | 265 | { |
266 | m_sendqueue[agentid] = timestamp; | 266 | m_sendqueue[agentid] = timestamp; |
267 | m_updateTimer.Start(); | 267 | m_updateTimer.Start(); |
268 | } | 268 | } |
269 | } | 269 | } |
270 | 270 | ||
271 | public void QueueAppearanceSave(UUID agentid) | 271 | public void QueueAppearanceSave(UUID agentid) |
272 | { | 272 | { |
273 | // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); | 273 | // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); |
274 | 274 | ||
275 | // 10000 ticks per millisecond, 1000 milliseconds per second | 275 | // 10000 ticks per millisecond, 1000 milliseconds per second |
276 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); | 276 | long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); |
277 | lock (m_savequeue) | 277 | lock (m_savequeue) |
278 | { | 278 | { |
279 | m_savequeue[agentid] = timestamp; | 279 | m_savequeue[agentid] = timestamp; |
280 | m_updateTimer.Start(); | 280 | m_updateTimer.Start(); |
281 | } | 281 | } |
282 | } | 282 | } |
283 | 283 | ||
284 | #endregion | 284 | #endregion |
285 | 285 | ||
286 | #region AvatarFactoryModule private methods | 286 | #region AvatarFactoryModule private methods |
287 | 287 | ||
288 | /// <summary> | 288 | /// <summary> |
289 | /// Check for the existence of the baked texture assets. Request a rebake | 289 | /// Check for the existence of the baked texture assets. Request a rebake |
290 | /// unless checkonly is true. | 290 | /// unless checkonly is true. |
@@ -416,105 +416,105 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
416 | 416 | ||
417 | if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) | 417 | if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) |
418 | m_updateTimer.Stop(); | 418 | m_updateTimer.Stop(); |
419 | } | 419 | } |
420 | 420 | ||
421 | private void SaveAppearance(UUID agentid) | 421 | private void SaveAppearance(UUID agentid) |
422 | { | 422 | { |
423 | // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved | 423 | // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved |
424 | // in a culture where decimal points are commas and then reloaded in a culture which just treats them as | 424 | // in a culture where decimal points are commas and then reloaded in a culture which just treats them as |
425 | // number seperators. | 425 | // number seperators. |
426 | Culture.SetCurrentCulture(); | 426 | Culture.SetCurrentCulture(); |
427 | 427 | ||
428 | ScenePresence sp = m_scene.GetScenePresence(agentid); | 428 | ScenePresence sp = m_scene.GetScenePresence(agentid); |
429 | if (sp == null) | 429 | if (sp == null) |
430 | { | 430 | { |
431 | m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); | 431 | m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); |
432 | return; | 432 | return; |
433 | } | 433 | } |
434 | 434 | ||
435 | // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); | 435 | // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); |
436 | 436 | ||
437 | // This could take awhile since it needs to pull inventory | 437 | // This could take awhile since it needs to pull inventory |
438 | // 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 | 438 | // 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 |
439 | // assets and item asset id changes to complete. | 439 | // assets and item asset id changes to complete. |
440 | // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids | 440 | // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids |
441 | // multiple save requests. | 441 | // multiple save requests. |
442 | SetAppearanceAssets(sp.UUID, sp.Appearance); | 442 | SetAppearanceAssets(sp.UUID, sp.Appearance); |
443 | 443 | ||
444 | m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); | 444 | m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); |
445 | } | 445 | } |
446 | 446 | ||
447 | private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) | 447 | private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) |
448 | { | 448 | { |
449 | IInventoryService invService = m_scene.InventoryService; | 449 | IInventoryService invService = m_scene.InventoryService; |
450 | 450 | ||
451 | if (invService.GetRootFolder(userID) != null) | 451 | if (invService.GetRootFolder(userID) != null) |
452 | { | 452 | { |
453 | for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) | 453 | for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) |
454 | { | 454 | { |
455 | for (int j = 0; j < appearance.Wearables[j].Count; j++) | 455 | for (int j = 0; j < appearance.Wearables[j].Count; j++) |
456 | { | 456 | { |
457 | if (appearance.Wearables[i][j].ItemID == UUID.Zero) | 457 | if (appearance.Wearables[i][j].ItemID == UUID.Zero) |
458 | continue; | 458 | continue; |
459 | 459 | ||
460 | // Ignore ruth's assets | 460 | // Ignore ruth's assets |
461 | if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) | 461 | if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) |
462 | continue; | 462 | continue; |
463 | InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); | 463 | InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); |
464 | baseItem = invService.GetItem(baseItem); | 464 | baseItem = invService.GetItem(baseItem); |
465 | 465 | ||
466 | if (baseItem != null) | 466 | if (baseItem != null) |
467 | { | 467 | { |
468 | appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); | 468 | appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); |
469 | } | 469 | } |
470 | else | 470 | else |
471 | { | 471 | { |
472 | m_log.ErrorFormat( | 472 | m_log.ErrorFormat( |
473 | "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", | 473 | "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", |
474 | appearance.Wearables[i][j].ItemID, (WearableType)i); | 474 | appearance.Wearables[i][j].ItemID, (WearableType)i); |
475 | 475 | ||
476 | appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); | 476 | appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); |
477 | } | 477 | } |
478 | } | 478 | } |
479 | } | 479 | } |
480 | } | 480 | } |
481 | else | 481 | else |
482 | { | 482 | { |
483 | m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); | 483 | m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); |
484 | } | 484 | } |
485 | } | 485 | } |
486 | 486 | ||
487 | #endregion | 487 | #endregion |
488 | 488 | ||
489 | #region Client Event Handlers | 489 | #region Client Event Handlers |
490 | /// <summary> | 490 | /// <summary> |
491 | /// Tell the client for this scene presence what items it should be wearing now | 491 | /// Tell the client for this scene presence what items it should be wearing now |
492 | /// </summary> | 492 | /// </summary> |
493 | /// <param name="client"></param> | 493 | /// <param name="client"></param> |
494 | private void Client_OnRequestWearables(IClientAPI client) | 494 | private void Client_OnRequestWearables(IClientAPI client) |
495 | { | 495 | { |
496 | // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); | 496 | // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); |
497 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 497 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
498 | if (sp != null) | 498 | if (sp != null) |
499 | client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); | 499 | client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); |
500 | else | 500 | else |
501 | m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); | 501 | m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); |
502 | } | 502 | } |
503 | 503 | ||
504 | /// <summary> | 504 | /// <summary> |
505 | /// Set appearance data (texture asset IDs and slider settings) received from a client | 505 | /// Set appearance data (texture asset IDs and slider settings) received from a client |
506 | /// </summary> | 506 | /// </summary> |
507 | /// <param name="client"></param> | 507 | /// <param name="client"></param> |
508 | /// <param name="texture"></param> | 508 | /// <param name="texture"></param> |
509 | /// <param name="visualParam"></param> | 509 | /// <param name="visualParam"></param> |
510 | private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) | 510 | private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) |
511 | { | 511 | { |
512 | // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); | 512 | // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); |
513 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 513 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
514 | if (sp != null) | 514 | if (sp != null) |
515 | SetAppearance(sp, textureEntry, visualParams); | 515 | SetAppearance(sp, textureEntry, visualParams); |
516 | else | 516 | else |
517 | m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); | 517 | m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); |
518 | } | 518 | } |
519 | 519 | ||
520 | /// <summary> | 520 | /// <summary> |
@@ -523,7 +523,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
523 | /// <param name="client"></param> | 523 | /// <param name="client"></param> |
524 | /// <param name="e"></param> | 524 | /// <param name="e"></param> |
525 | private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e) | 525 | private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e) |
526 | { | 526 | { |
527 | // m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId); | 527 | // m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId); |
528 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 528 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
529 | if (sp == null) | 529 | if (sp == null) |
@@ -558,8 +558,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
558 | // of visual param and baked texture changes. When those complete, the new appearance will be sent | 558 | // of visual param and baked texture changes. When those complete, the new appearance will be sent |
559 | 559 | ||
560 | QueueAppearanceSave(client.AgentId); | 560 | QueueAppearanceSave(client.AgentId); |
561 | } | 561 | } |
562 | } | 562 | } |
563 | #endregion | 563 | #endregion |
564 | } | 564 | } |
565 | } | 565 | } |
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs index 931d52f..11a0a86 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs | |||
@@ -82,7 +82,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
82 | 82 | ||
83 | AvatarFactoryModule afm = new AvatarFactoryModule(); | 83 | AvatarFactoryModule afm = new AvatarFactoryModule(); |
84 | TestScene scene = SceneHelpers.SetupScene(assetCache); | 84 | TestScene scene = SceneHelpers.SetupScene(assetCache); |
85 | SceneHelpers.SetupSceneModules(scene, afm); | 85 | SceneHelpers.SetupSceneModules(scene, afm); |
86 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId); | 86 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId); |
87 | 87 | ||
88 | // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules | 88 | // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules |
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 98228e4..26bc922 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs | |||
@@ -32,8 +32,8 @@ using OpenSim.Framework; | |||
32 | namespace OpenSim.Region.Framework.Interfaces | 32 | namespace OpenSim.Region.Framework.Interfaces |
33 | { | 33 | { |
34 | public interface IAvatarFactoryModule | 34 | public interface IAvatarFactoryModule |
35 | { | 35 | { |
36 | 36 | ||
37 | void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); | 37 | void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); |
38 | 38 | ||
39 | /// <summary> | 39 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 724c635..64ed6c7 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -960,6 +960,46 @@ namespace OpenSim.Region.Framework.Scenes | |||
960 | return found; | 960 | return found; |
961 | } | 961 | } |
962 | 962 | ||
963 | /// <summary> | ||
964 | /// Checks whether this region has a neighbour in the given direction. | ||
965 | /// </summary> | ||
966 | /// <param name="car"></param> | ||
967 | /// <param name="fix"></param> | ||
968 | /// <returns> | ||
969 | /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8. | ||
970 | /// Returns a positive integer if there is a region in that direction, a negative integer if not. | ||
971 | /// </returns> | ||
972 | public int HaveNeighbor(Cardinals car, ref int[] fix) | ||
973 | { | ||
974 | uint neighbourx = RegionInfo.RegionLocX; | ||
975 | uint neighboury = RegionInfo.RegionLocY; | ||
976 | |||
977 | int dir = (int)car; | ||
978 | |||
979 | if (dir > 1 && dir < 5) //Heading East | ||
980 | neighbourx++; | ||
981 | else if (dir > 5) // Heading West | ||
982 | neighbourx--; | ||
983 | |||
984 | if (dir < 3 || dir == 8) // Heading North | ||
985 | neighboury++; | ||
986 | else if (dir > 3 && dir < 7) // Heading Sout | ||
987 | neighboury--; | ||
988 | |||
989 | int x = (int)(neighbourx * Constants.RegionSize); | ||
990 | int y = (int)(neighboury * Constants.RegionSize); | ||
991 | GridRegion neighbourRegion = GridService.GetRegionByPosition(RegionInfo.ScopeID, x, y); | ||
992 | |||
993 | if (neighbourRegion == null) | ||
994 | { | ||
995 | fix[0] = (int)(RegionInfo.RegionLocX - neighbourx); | ||
996 | fix[1] = (int)(RegionInfo.RegionLocY - neighboury); | ||
997 | return dir * (-1); | ||
998 | } | ||
999 | else | ||
1000 | return dir; | ||
1001 | } | ||
1002 | |||
963 | // Alias IncomingHelloNeighbour OtherRegionUp, for now | 1003 | // Alias IncomingHelloNeighbour OtherRegionUp, for now |
964 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) | 1004 | public GridRegion IncomingHelloNeighbour(RegionInfo neighbour) |
965 | { | 1005 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 464f8f0..8eb069f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2782,17 +2782,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2782 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2782 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2783 | { | 2783 | { |
2784 | needsTransit = true; | 2784 | needsTransit = true; |
2785 | neighbor = HaveNeighbor(Cardinals.SW, ref fix); | 2785 | neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix); |
2786 | } | 2786 | } |
2787 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2787 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2788 | { | 2788 | { |
2789 | needsTransit = true; | 2789 | needsTransit = true; |
2790 | neighbor = HaveNeighbor(Cardinals.NW, ref fix); | 2790 | neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix); |
2791 | } | 2791 | } |
2792 | else | 2792 | else |
2793 | { | 2793 | { |
2794 | needsTransit = true; | 2794 | needsTransit = true; |
2795 | neighbor = HaveNeighbor(Cardinals.W, ref fix); | 2795 | neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix); |
2796 | } | 2796 | } |
2797 | } | 2797 | } |
2798 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) | 2798 | else if (m_scene.TestBorderCross(pos2, Cardinals.E)) |
@@ -2800,28 +2800,28 @@ namespace OpenSim.Region.Framework.Scenes | |||
2800 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2800 | if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2801 | { | 2801 | { |
2802 | needsTransit = true; | 2802 | needsTransit = true; |
2803 | neighbor = HaveNeighbor(Cardinals.SE, ref fix); | 2803 | neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix); |
2804 | } | 2804 | } |
2805 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2805 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2806 | { | 2806 | { |
2807 | needsTransit = true; | 2807 | needsTransit = true; |
2808 | neighbor = HaveNeighbor(Cardinals.NE, ref fix); | 2808 | neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix); |
2809 | } | 2809 | } |
2810 | else | 2810 | else |
2811 | { | 2811 | { |
2812 | needsTransit = true; | 2812 | needsTransit = true; |
2813 | neighbor = HaveNeighbor(Cardinals.E, ref fix); | 2813 | neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix); |
2814 | } | 2814 | } |
2815 | } | 2815 | } |
2816 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) | 2816 | else if (m_scene.TestBorderCross(pos2, Cardinals.S)) |
2817 | { | 2817 | { |
2818 | needsTransit = true; | 2818 | needsTransit = true; |
2819 | neighbor = HaveNeighbor(Cardinals.S, ref fix); | 2819 | neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix); |
2820 | } | 2820 | } |
2821 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) | 2821 | else if (m_scene.TestBorderCross(pos2, Cardinals.N)) |
2822 | { | 2822 | { |
2823 | needsTransit = true; | 2823 | needsTransit = true; |
2824 | neighbor = HaveNeighbor(Cardinals.N, ref fix); | 2824 | neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix); |
2825 | } | 2825 | } |
2826 | 2826 | ||
2827 | // Makes sure avatar does not end up outside region | 2827 | // Makes sure avatar does not end up outside region |
@@ -2897,46 +2897,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
2897 | } | 2897 | } |
2898 | 2898 | ||
2899 | /// <summary> | 2899 | /// <summary> |
2900 | /// Checks whether this region has a neighbour in the given direction. | ||
2901 | /// </summary> | ||
2902 | /// <param name="car"></param> | ||
2903 | /// <param name="fix"></param> | ||
2904 | /// <returns> | ||
2905 | /// An integer which represents a compass point. N == 1, going clockwise until we reach NW == 8. | ||
2906 | /// Returns a positive integer if there is a region in that direction, a negative integer if not. | ||
2907 | /// </returns> | ||
2908 | protected int HaveNeighbor(Cardinals car, ref int[] fix) | ||
2909 | { | ||
2910 | uint neighbourx = m_scene.RegionInfo.RegionLocX; | ||
2911 | uint neighboury = m_scene.RegionInfo.RegionLocY; | ||
2912 | |||
2913 | int dir = (int)car; | ||
2914 | |||
2915 | if (dir > 1 && dir < 5) //Heading East | ||
2916 | neighbourx++; | ||
2917 | else if (dir > 5) // Heading West | ||
2918 | neighbourx--; | ||
2919 | |||
2920 | if (dir < 3 || dir == 8) // Heading North | ||
2921 | neighboury++; | ||
2922 | else if (dir > 3 && dir < 7) // Heading Sout | ||
2923 | neighboury--; | ||
2924 | |||
2925 | int x = (int)(neighbourx * Constants.RegionSize); | ||
2926 | int y = (int)(neighboury * Constants.RegionSize); | ||
2927 | GridRegion neighbourRegion = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, x, y); | ||
2928 | |||
2929 | if (neighbourRegion == null) | ||
2930 | { | ||
2931 | fix[0] = (int)(m_scene.RegionInfo.RegionLocX - neighbourx); | ||
2932 | fix[1] = (int)(m_scene.RegionInfo.RegionLocY - neighboury); | ||
2933 | return dir * (-1); | ||
2934 | } | ||
2935 | else | ||
2936 | return dir; | ||
2937 | } | ||
2938 | |||
2939 | /// <summary> | ||
2940 | /// Moves the agent outside the region bounds | 2900 | /// Moves the agent outside the region bounds |
2941 | /// Tells neighbor region that we're crossing to it | 2901 | /// Tells neighbor region that we're crossing to it |
2942 | /// If the neighbor accepts, remove the agent's viewable avatar from this scene | 2902 | /// If the neighbor accepts, remove the agent's viewable avatar from this scene |