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-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs334
1 files changed, 190 insertions, 144 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 09cc998..7edfc61 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -690,184 +690,229 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
690 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) 690 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
691 { 691 {
692 IInventoryService invService = m_scene.InventoryService; 692 IInventoryService invService = m_scene.InventoryService;
693 bool resetwearable = false; 693
694 if (invService.GetRootFolder(userID) != null) 694 if (invService.GetRootFolder(userID) != null)
695 { 695 {
696 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) 696 for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
697 { 697 {
698 for (int j = 0; j < appearance.Wearables[i].Count; j++) 698 for (int j = 0; j < appearance.Wearables[i].Count; j++)
699 { 699 {
700 // Check if the default wearables are not set
701 if (appearance.Wearables[i][j].ItemID == UUID.Zero) 700 if (appearance.Wearables[i][j].ItemID == UUID.Zero)
702 { 701 {
703 switch ((WearableType) i) 702 m_log.WarnFormat(
704 { 703 "[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
705 case WearableType.Eyes: 704 i, j, userID);
706 case WearableType.Hair: 705
707 case WearableType.Shape:
708 case WearableType.Skin:
709 //case WearableType.Underpants:
710 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
711 resetwearable = true;
712 m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
713 resetwearable = true;
714 break;
715
716 }
717 continue; 706 continue;
718 } 707 }
719 708
720 // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1 709 // Ignore ruth's assets
721 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) 710 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
722 {
723 switch ((WearableType)i)
724 {
725 case WearableType.Eyes:
726 case WearableType.Hair:
727 case WearableType.Shape:
728 case WearableType.Skin:
729 //case WearableType.Underpants:
730 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
731
732 m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
733 resetwearable = true;
734 break;
735
736 }
737 continue; 711 continue;
738 } 712
739
740 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID); 713 InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
741 baseItem = invService.GetItem(baseItem); 714 baseItem = invService.GetItem(baseItem);
742 715
743 if (baseItem != null) 716 if (baseItem != null)
744 { 717 {
745 appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID); 718 appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
746 int unmodifiedWearableIndexForClosure = i;
747 m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
748 delegate(string x, object y, AssetBase z)
749 {
750 if (z == null)
751 {
752 TryAndRepairBrokenWearable(
753 (WearableType)unmodifiedWearableIndexForClosure, invService,
754 userID, appearance);
755 }
756 });
757 } 719 }
758 else 720 else
759 { 721 {
760 m_log.ErrorFormat( 722 m_log.WarnFormat(
761 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", 723 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
762 appearance.Wearables[i][j].ItemID, (WearableType)i); 724 appearance.Wearables[i][j].ItemID, (WearableType)i);
763 725
764 TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance); 726 appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
765 resetwearable = true;
766
767 } 727 }
768 } 728 }
769 } 729 }
770
771 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
772 if (appearance.Wearables[(int) WearableType.Eyes] == null)
773 {
774 m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
775
776 TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
777 resetwearable = true;
778 }
779 else
780 {
781 if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
782 {
783 m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
784 appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
785 appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
786 TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
787 resetwearable = true;
788
789 }
790
791 }
792 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
793 if (appearance.Wearables[(int)WearableType.Shape] == null)
794 {
795 m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
796
797 TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
798 resetwearable = true;
799 }
800 else
801 {
802 if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
803 {
804 m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
805 appearance.Wearables[(int)WearableType.Shape][0].ItemID,
806 appearance.Wearables[(int)WearableType.Shape][0].AssetID);
807 TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
808 resetwearable = true;
809
810 }
811
812 }
813 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
814 if (appearance.Wearables[(int)WearableType.Hair] == null)
815 {
816 m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
817
818 TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
819 resetwearable = true;
820 }
821 else
822 {
823 if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
824 {
825 m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
826 appearance.Wearables[(int)WearableType.Hair][0].ItemID,
827 appearance.Wearables[(int)WearableType.Hair][0].AssetID);
828 TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
829 resetwearable = true;
830
831 }
832
833 }
834 // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
835 if (appearance.Wearables[(int)WearableType.Skin] == null)
836 {
837 m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
838
839 TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
840 resetwearable = true;
841 }
842 else
843 {
844 if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
845 {
846 m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
847 appearance.Wearables[(int)WearableType.Skin][0].ItemID,
848 appearance.Wearables[(int)WearableType.Skin][0].AssetID);
849 TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
850 resetwearable = true;
851
852 }
853
854 }
855 if (resetwearable)
856 {
857 ScenePresence presence = null;
858 if (m_scene.TryGetScenePresence(userID, out presence))
859 {
860 presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
861 presence.Appearance.Serial++);
862 }
863 }
864
865 } 730 }
866 else 731 else
867 { 732 {
868 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); 733 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
869 } 734 }
735
736// IInventoryService invService = m_scene.InventoryService;
737// bool resetwearable = false;
738// if (invService.GetRootFolder(userID) != null)
739// {
740// for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
741// {
742// for (int j = 0; j < appearance.Wearables[i].Count; j++)
743// {
744// // Check if the default wearables are not set
745// if (appearance.Wearables[i][j].ItemID == UUID.Zero)
746// {
747// switch ((WearableType) i)
748// {
749// case WearableType.Eyes:
750// case WearableType.Hair:
751// case WearableType.Shape:
752// case WearableType.Skin:
753// //case WearableType.Underpants:
754// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
755// resetwearable = true;
756// m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
757// resetwearable = true;
758// break;
759//
760// }
761// continue;
762// }
763//
764// // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
765// if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
766// {
767// switch ((WearableType)i)
768// {
769// case WearableType.Eyes:
770// case WearableType.Hair:
771// case WearableType.Shape:
772// case WearableType.Skin:
773// //case WearableType.Underpants:
774// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
775//
776// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
777// resetwearable = true;
778// break;
779//
780// }
781// continue;
782// }
783//
784// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
785// baseItem = invService.GetItem(baseItem);
786//
787// if (baseItem != null)
788// {
789// appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
790// int unmodifiedWearableIndexForClosure = i;
791// m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
792// delegate(string x, object y, AssetBase z)
793// {
794// if (z == null)
795// {
796// TryAndRepairBrokenWearable(
797// (WearableType)unmodifiedWearableIndexForClosure, invService,
798// userID, appearance);
799// }
800// });
801// }
802// else
803// {
804// m_log.ErrorFormat(
805// "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
806// appearance.Wearables[i][j].ItemID, (WearableType)i);
807//
808// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
809// resetwearable = true;
810//
811// }
812// }
813// }
814//
815// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
816// if (appearance.Wearables[(int) WearableType.Eyes] == null)
817// {
818// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
819//
820// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
821// resetwearable = true;
822// }
823// else
824// {
825// if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
826// {
827// m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
828// appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
829// appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
830// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
831// resetwearable = true;
832//
833// }
834//
835// }
836// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
837// if (appearance.Wearables[(int)WearableType.Shape] == null)
838// {
839// m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
840//
841// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
842// resetwearable = true;
843// }
844// else
845// {
846// if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
847// {
848// m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
849// appearance.Wearables[(int)WearableType.Shape][0].ItemID,
850// appearance.Wearables[(int)WearableType.Shape][0].AssetID);
851// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
852// resetwearable = true;
853//
854// }
855//
856// }
857// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
858// if (appearance.Wearables[(int)WearableType.Hair] == null)
859// {
860// m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
861//
862// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
863// resetwearable = true;
864// }
865// else
866// {
867// if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
868// {
869// m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
870// appearance.Wearables[(int)WearableType.Hair][0].ItemID,
871// appearance.Wearables[(int)WearableType.Hair][0].AssetID);
872// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
873// resetwearable = true;
874//
875// }
876//
877// }
878// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
879// if (appearance.Wearables[(int)WearableType.Skin] == null)
880// {
881// m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
882//
883// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
884// resetwearable = true;
885// }
886// else
887// {
888// if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
889// {
890// m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
891// appearance.Wearables[(int)WearableType.Skin][0].ItemID,
892// appearance.Wearables[(int)WearableType.Skin][0].AssetID);
893// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
894// resetwearable = true;
895//
896// }
897//
898// }
899// if (resetwearable)
900// {
901// ScenePresence presence = null;
902// if (m_scene.TryGetScenePresence(userID, out presence))
903// {
904// presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
905// presence.Appearance.Serial++);
906// }
907// }
908//
909// }
910// else
911// {
912// m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
913// }
870 } 914 }
915
871 private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance) 916 private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
872 { 917 {
873 UUID defaultwearable = GetDefaultItem(type); 918 UUID defaultwearable = GetDefaultItem(type);
@@ -957,6 +1002,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
957 } 1002 }
958 } 1003 }
959 } 1004 }
1005
960 private UUID GetDefaultItem(WearableType wearable) 1006 private UUID GetDefaultItem(WearableType wearable)
961 { 1007 {
962 // These are ruth 1008 // These are ruth