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-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs544
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs93
2 files changed, 606 insertions, 31 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 0a69979..cfb082b 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -40,6 +40,7 @@ using OpenSim.Region.Framework.Scenes;
40using OpenSim.Services.Interfaces; 40using OpenSim.Services.Interfaces;
41 41
42using Mono.Addins; 42using Mono.Addins;
43using PermissionMask = OpenSim.Framework.PermissionMask;
43 44
44namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory 45namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
45{ 46{
@@ -54,6 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
54 55
55 private int m_savetime = 5; // seconds to wait before saving changed appearance 56 private int m_savetime = 5; // seconds to wait before saving changed appearance
56 private int m_sendtime = 2; // seconds to wait before sending changed appearance 57 private int m_sendtime = 2; // seconds to wait before sending changed appearance
58 private bool m_reusetextures = false;
57 59
58 private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates 60 private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
59 private System.Timers.Timer m_updateTimer = new System.Timers.Timer(); 61 private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
@@ -72,6 +74,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
72 { 74 {
73 m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime))); 75 m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
74 m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); 76 m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
77 m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
78
75 // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime); 79 // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
76 } 80 }
77 81
@@ -130,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
130 client.OnRequestWearables += Client_OnRequestWearables; 134 client.OnRequestWearables += Client_OnRequestWearables;
131 client.OnSetAppearance += Client_OnSetAppearance; 135 client.OnSetAppearance += Client_OnSetAppearance;
132 client.OnAvatarNowWearing += Client_OnAvatarNowWearing; 136 client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
137 client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
133 } 138 }
134 139
135 #endregion 140 #endregion
@@ -140,9 +145,24 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
140 /// <param name="sp"></param> 145 /// <param name="sp"></param>
141 /// <param name="texture"></param> 146 /// <param name="texture"></param>
142 /// <param name="visualParam"></param> 147 /// <param name="visualParam"></param>
143 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) 148 public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
144 { 149 {
145 SetAppearance(sp, appearance.Texture, appearance.VisualParams); 150 SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
151 }
152
153
154 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
155 {
156 float oldoff = sp.Appearance.AvatarFeetOffset;
157 Vector3 oldbox = sp.Appearance.AvatarBoxSize;
158
159 SetAppearance(sp, textureEntry, visualParams, cacheItems);
160 sp.Appearance.SetSize(avSize);
161
162 float off = sp.Appearance.AvatarFeetOffset;
163 Vector3 box = sp.Appearance.AvatarBoxSize;
164 if (oldoff != off || oldbox != box)
165 ((ScenePresence)sp).SetSize(box, off);
146 } 166 }
147 167
148 /// <summary> 168 /// <summary>
@@ -151,7 +171,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
151 /// <param name="sp"></param> 171 /// <param name="sp"></param>
152 /// <param name="texture"></param> 172 /// <param name="texture"></param>
153 /// <param name="visualParam"></param> 173 /// <param name="visualParam"></param>
154 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) 174 public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
155 { 175 {
156// m_log.DebugFormat( 176// m_log.DebugFormat(
157// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", 177// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
@@ -174,18 +194,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
174 // m_log.DebugFormat( 194 // m_log.DebugFormat(
175 // "[AVFACTORY]: Setting visual params for {0} to {1}", 195 // "[AVFACTORY]: Setting visual params for {0} to {1}",
176 // client.Name, string.Join(", ", visualParamsStrings)); 196 // client.Name, string.Join(", ", visualParamsStrings));
177 197/*
178 float oldHeight = sp.Appearance.AvatarHeight; 198 float oldHeight = sp.Appearance.AvatarHeight;
179 changed = sp.Appearance.SetVisualParams(visualParams); 199 changed = sp.Appearance.SetVisualParams(visualParams);
180 200
181 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0) 201 if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
182 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight); 202 ((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
183 } 203 */
204// float oldoff = sp.Appearance.AvatarFeetOffset;
205// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
206 changed = sp.Appearance.SetVisualParams(visualParams);
207// float off = sp.Appearance.AvatarFeetOffset;
208// Vector3 box = sp.Appearance.AvatarBoxSize;
209// if(oldoff != off || oldbox != box)
210// ((ScenePresence)sp).SetSize(box,off);
184 211
212 }
213
185 // Process the baked texture array 214 // Process the baked texture array
186 if (textureEntry != null) 215 if (textureEntry != null)
187 { 216 {
188// m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); 217 m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
189 218
190// WriteBakedTexturesReport(sp, m_log.DebugFormat); 219// WriteBakedTexturesReport(sp, m_log.DebugFormat);
191 220
@@ -222,7 +251,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
222 private void SendAppearance(ScenePresence sp) 251 private void SendAppearance(ScenePresence sp)
223 { 252 {
224 // Send the appearance to everyone in the scene 253 // Send the appearance to everyone in the scene
225 sp.SendAppearanceToAllOtherAgents(); 254 sp.SendAppearanceToAllOtherClients();
226 255
227 // Send animations back to the avatar as well 256 // Send animations back to the avatar as well
228 sp.Animator.SendAnimPack(); 257 sp.Animator.SendAnimPack();
@@ -254,6 +283,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
254 return GetBakedTextureFaces(sp); 283 return GetBakedTextureFaces(sp);
255 } 284 }
256 285
286 public WearableCacheItem[] GetCachedItems(UUID agentId)
287 {
288 ScenePresence sp = m_scene.GetScenePresence(agentId);
289 WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
290 //foreach (WearableCacheItem item in items)
291 //{
292
293 //}
294 return items;
295 }
296
257 public bool SaveBakedTextures(UUID agentId) 297 public bool SaveBakedTextures(UUID agentId)
258 { 298 {
259 ScenePresence sp = m_scene.GetScenePresence(agentId); 299 ScenePresence sp = m_scene.GetScenePresence(agentId);
@@ -287,6 +327,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
287 327
288 if (asset != null) 328 if (asset != null)
289 { 329 {
330 // Replace an HG ID with the simple asset ID so that we can persist textures for foreign HG avatars
331 asset.ID = asset.FullID.ToString();
332
290 asset.Temporary = false; 333 asset.Temporary = false;
291 asset.Local = false; 334 asset.Local = false;
292 m_scene.AssetService.Store(asset); 335 m_scene.AssetService.Store(asset);
@@ -323,7 +366,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
323 366
324 public void QueueAppearanceSave(UUID agentid) 367 public void QueueAppearanceSave(UUID agentid)
325 { 368 {
326 // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); 369// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
327 370
328 // 10000 ticks per millisecond, 1000 milliseconds per second 371 // 10000 ticks per millisecond, 1000 milliseconds per second
329 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); 372 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -337,6 +380,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
337 public bool ValidateBakedTextureCache(IScenePresence sp) 380 public bool ValidateBakedTextureCache(IScenePresence sp)
338 { 381 {
339 bool defonly = true; // are we only using default textures 382 bool defonly = true; // are we only using default textures
383 IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
384 IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
385 WearableCacheItem[] wearableCache = null;
386
387 // Cache wearable data for teleport.
388 // Only makes sense if there's a bake module and a cache module
389 if (bakedModule != null && cache != null)
390 {
391 try
392 {
393 wearableCache = bakedModule.Get(sp.UUID);
394 }
395 catch (Exception)
396 {
397
398 }
399 if (wearableCache != null)
400 {
401 for (int i = 0; i < wearableCache.Length; i++)
402 {
403 cache.Cache(wearableCache[i].TextureAsset);
404 }
405 }
406 }
407 /*
408 IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
409 if (invService.GetRootFolder(userID) != null)
410 {
411 WearableCacheItem[] wearableCache = null;
412 if (bakedModule != null)
413 {
414 try
415 {
416 wearableCache = bakedModule.Get(userID);
417 appearance.WearableCacheItems = wearableCache;
418 appearance.WearableCacheItemsDirty = false;
419 foreach (WearableCacheItem item in wearableCache)
420 {
421 appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID;
422 }
423 }
424 catch (Exception)
425 {
426
427 }
428 }
429 */
340 430
341 // Process the texture entry 431 // Process the texture entry
342 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 432 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@@ -344,10 +434,32 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
344 int idx = AvatarAppearance.BAKE_INDICES[i]; 434 int idx = AvatarAppearance.BAKE_INDICES[i];
345 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; 435 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
346 436
347 // if there is no texture entry, skip it 437 // No face, so lets check our baked service cache, teleport or login.
348 if (face == null) 438 if (face == null)
349 continue; 439 {
350 440 if (wearableCache != null)
441 {
442 // If we find the an appearance item, set it as the textureentry and the face
443 WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache);
444 if (searchitem != null)
445 {
446 sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
447 sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID;
448 face = sp.Appearance.Texture.FaceTextures[idx];
449 }
450 else
451 {
452 // if there is no texture entry and no baked cache, skip it
453 continue;
454 }
455 }
456 else
457 {
458 //No texture entry face and no cache. Skip this face.
459 continue;
460 }
461 }
462
351// m_log.DebugFormat( 463// m_log.DebugFormat(
352// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", 464// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
353// face.TextureID, idx, client.Name, client.AgentId); 465// face.TextureID, idx, client.Name, client.AgentId);
@@ -374,6 +486,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
374 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly) 486 public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
375 { 487 {
376 int texturesRebaked = 0; 488 int texturesRebaked = 0;
489// IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
377 490
378 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 491 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
379 { 492 {
@@ -480,7 +593,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
480 593
481 if (sendTime < now) 594 if (sendTime < now)
482 { 595 {
483 Util.FireAndForget(o => SendAppearance(avatarID)); 596 Util.FireAndForget(o => SendAppearance(avatarID), null, "AvatarFactoryModule.SendAppearance");
484 m_sendqueue.Remove(avatarID); 597 m_sendqueue.Remove(avatarID);
485 } 598 }
486 } 599 }
@@ -498,7 +611,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
498 611
499 if (sendTime < now) 612 if (sendTime < now)
500 { 613 {
501 Util.FireAndForget(o => SaveAppearance(avatarID)); 614 Util.FireAndForget(o => SaveAppearance(avatarID), null, "AvatarFactoryModule.SaveAppearance");
502 m_savequeue.Remove(avatarID); 615 m_savequeue.Remove(avatarID);
503 } 616 }
504 } 617 }
@@ -526,7 +639,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
526 return; 639 return;
527 } 640 }
528 641
529 // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); 642// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
530 643
531 // This could take awhile since it needs to pull inventory 644 // This could take awhile since it needs to pull inventory
532 // 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 645 // 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
@@ -535,6 +648,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
535 // multiple save requests. 648 // multiple save requests.
536 SetAppearanceAssets(sp.UUID, sp.Appearance); 649 SetAppearanceAssets(sp.UUID, sp.Appearance);
537 650
651// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
652// foreach (AvatarAttachment att in attachments)
653// {
654// m_log.DebugFormat(
655// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
656// sp.Name, att.ItemID, att.AttachPoint);
657// }
658
538 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); 659 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
539 660
540 // Trigger this here because it's the final step in the set/queue/save process for appearance setting. 661 // Trigger this here because it's the final step in the set/queue/save process for appearance setting.
@@ -542,6 +663,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
542 m_scene.EventManager.TriggerAvatarAppearanceChanged(sp); 663 m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
543 } 664 }
544 665
666 /// <summary>
667 /// For a given set of appearance items, check whether the items are valid and add their asset IDs to
668 /// appearance data.
669 /// </summary>
670 /// <param name='userID'></param>
671 /// <param name='appearance'></param>
545 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) 672 private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
546 { 673 {
547 IInventoryService invService = m_scene.InventoryService; 674 IInventoryService invService = m_scene.InventoryService;
@@ -553,7 +680,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
553 for (int j = 0; j < appearance.Wearables[i].Count; j++) 680 for (int j = 0; j < appearance.Wearables[i].Count; j++)
554 { 681 {
555 if (appearance.Wearables[i][j].ItemID == UUID.Zero) 682 if (appearance.Wearables[i][j].ItemID == UUID.Zero)
683 {
684 m_log.WarnFormat(
685 "[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
686 i, j, userID);
687
556 continue; 688 continue;
689 }
557 690
558 // Ignore ruth's assets 691 // Ignore ruth's assets
559 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) 692 if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
@@ -568,7 +701,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
568 } 701 }
569 else 702 else
570 { 703 {
571 m_log.ErrorFormat( 704 m_log.WarnFormat(
572 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default", 705 "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
573 appearance.Wearables[i][j].ItemID, (WearableType)i); 706 appearance.Wearables[i][j].ItemID, (WearableType)i);
574 707
@@ -581,8 +714,311 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
581 { 714 {
582 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID); 715 m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
583 } 716 }
717
718// IInventoryService invService = m_scene.InventoryService;
719// bool resetwearable = false;
720// if (invService.GetRootFolder(userID) != null)
721// {
722// for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
723// {
724// for (int j = 0; j < appearance.Wearables[i].Count; j++)
725// {
726// // Check if the default wearables are not set
727// if (appearance.Wearables[i][j].ItemID == UUID.Zero)
728// {
729// switch ((WearableType) i)
730// {
731// case WearableType.Eyes:
732// case WearableType.Hair:
733// case WearableType.Shape:
734// case WearableType.Skin:
735// //case WearableType.Underpants:
736// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
737// resetwearable = true;
738// m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
739// resetwearable = true;
740// break;
741//
742// }
743// continue;
744// }
745//
746// // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
747// if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
748// {
749// switch ((WearableType)i)
750// {
751// case WearableType.Eyes:
752// case WearableType.Hair:
753// case WearableType.Shape:
754// case WearableType.Skin:
755// //case WearableType.Underpants:
756// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
757//
758// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
759// resetwearable = true;
760// break;
761//
762// }
763// continue;
764// }
765//
766// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
767// baseItem = invService.GetItem(baseItem);
768//
769// if (baseItem != null)
770// {
771// appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
772// int unmodifiedWearableIndexForClosure = i;
773// m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
774// delegate(string x, object y, AssetBase z)
775// {
776// if (z == null)
777// {
778// TryAndRepairBrokenWearable(
779// (WearableType)unmodifiedWearableIndexForClosure, invService,
780// userID, appearance);
781// }
782// });
783// }
784// else
785// {
786// m_log.ErrorFormat(
787// "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
788// appearance.Wearables[i][j].ItemID, (WearableType)i);
789//
790// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
791// resetwearable = true;
792//
793// }
794// }
795// }
796//
797// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
798// if (appearance.Wearables[(int) WearableType.Eyes] == null)
799// {
800// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
801//
802// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
803// resetwearable = true;
804// }
805// else
806// {
807// if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
808// {
809// m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
810// appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
811// appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
812// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
813// resetwearable = true;
814//
815// }
816//
817// }
818// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
819// if (appearance.Wearables[(int)WearableType.Shape] == null)
820// {
821// m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
822//
823// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
824// resetwearable = true;
825// }
826// else
827// {
828// if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
829// {
830// m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
831// appearance.Wearables[(int)WearableType.Shape][0].ItemID,
832// appearance.Wearables[(int)WearableType.Shape][0].AssetID);
833// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
834// resetwearable = true;
835//
836// }
837//
838// }
839// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
840// if (appearance.Wearables[(int)WearableType.Hair] == null)
841// {
842// m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
843//
844// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
845// resetwearable = true;
846// }
847// else
848// {
849// if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
850// {
851// m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
852// appearance.Wearables[(int)WearableType.Hair][0].ItemID,
853// appearance.Wearables[(int)WearableType.Hair][0].AssetID);
854// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
855// resetwearable = true;
856//
857// }
858//
859// }
860// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
861// if (appearance.Wearables[(int)WearableType.Skin] == null)
862// {
863// m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
864//
865// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
866// resetwearable = true;
867// }
868// else
869// {
870// if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
871// {
872// m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
873// appearance.Wearables[(int)WearableType.Skin][0].ItemID,
874// appearance.Wearables[(int)WearableType.Skin][0].AssetID);
875// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
876// resetwearable = true;
877//
878// }
879//
880// }
881// if (resetwearable)
882// {
883// ScenePresence presence = null;
884// if (m_scene.TryGetScenePresence(userID, out presence))
885// {
886// presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
887// presence.Appearance.Serial++);
888// }
889// }
890//
891// }
892// else
893// {
894// m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
895// }
896 }
897
898 private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
899 {
900 UUID defaultwearable = GetDefaultItem(type);
901 if (defaultwearable != UUID.Zero)
902 {
903 UUID newInvItem = UUID.Random();
904 InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
905 {
906 AssetID =
907 defaultwearable,
908 AssetType
909 =
910 (int)
911 FolderType
912 .BodyPart,
913 CreatorId
914 =
915 userID
916 .ToString
917 (),
918 //InvType = (int)InventoryType.Wearable,
919
920 Description
921 =
922 "Failed Wearable Replacement",
923 Folder =
924 invService
925 .GetFolderForType
926 (userID,
927 FolderType
928 .BodyPart)
929 .ID,
930 Flags = (uint) type,
931 Name = Enum.GetName(typeof (WearableType), type),
932 BasePermissions = (uint) PermissionMask.Copy,
933 CurrentPermissions = (uint) PermissionMask.Copy,
934 EveryOnePermissions = (uint) PermissionMask.Copy,
935 GroupPermissions = (uint) PermissionMask.Copy,
936 NextPermissions = (uint) PermissionMask.Copy
937 };
938 invService.AddItem(itembase);
939 UUID LinkInvItem = UUID.Random();
940 itembase = new InventoryItemBase(LinkInvItem, userID)
941 {
942 AssetID =
943 newInvItem,
944 AssetType
945 =
946 (int)
947 AssetType
948 .Link,
949 CreatorId
950 =
951 userID
952 .ToString
953 (),
954 InvType = (int) InventoryType.Wearable,
955
956 Description
957 =
958 "Failed Wearable Replacement",
959 Folder =
960 invService
961 .GetFolderForType
962 (userID,
963 FolderType
964 .CurrentOutfit)
965 .ID,
966 Flags = (uint) type,
967 Name = Enum.GetName(typeof (WearableType), type),
968 BasePermissions = (uint) PermissionMask.Copy,
969 CurrentPermissions = (uint) PermissionMask.Copy,
970 EveryOnePermissions = (uint) PermissionMask.Copy,
971 GroupPermissions = (uint) PermissionMask.Copy,
972 NextPermissions = (uint) PermissionMask.Copy
973 };
974 invService.AddItem(itembase);
975 appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
976 ScenePresence presence = null;
977 if (m_scene.TryGetScenePresence(userID, out presence))
978 {
979 m_scene.SendInventoryUpdate(presence.ControllingClient,
980 invService.GetFolderForType(userID,
981 FolderType
982 .CurrentOutfit),
983 false, true);
984 }
985 }
584 } 986 }
585 987
988 private UUID GetDefaultItem(WearableType wearable)
989 {
990 // These are ruth
991 UUID ret = UUID.Zero;
992 switch (wearable)
993 {
994 case WearableType.Eyes:
995 ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
996 break;
997 case WearableType.Hair:
998 ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
999 break;
1000 case WearableType.Pants:
1001 ret = new UUID("00000000-38f9-1111-024e-222222111120");
1002 break;
1003 case WearableType.Shape:
1004 ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
1005 break;
1006 case WearableType.Shirt:
1007 ret = new UUID("00000000-38f9-1111-024e-222222111110");
1008 break;
1009 case WearableType.Skin:
1010 ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
1011 break;
1012 case WearableType.Undershirt:
1013 ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
1014 break;
1015 case WearableType.Underpants:
1016 ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
1017 break;
1018 }
1019
1020 return ret;
1021 }
586 #endregion 1022 #endregion
587 1023
588 #region Client Event Handlers 1024 #region Client Event Handlers
@@ -592,12 +1028,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
592 /// <param name="client"></param> 1028 /// <param name="client"></param>
593 private void Client_OnRequestWearables(IClientAPI client) 1029 private void Client_OnRequestWearables(IClientAPI client)
594 { 1030 {
595 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 1031 Util.FireAndForget(delegate(object x)
596 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 1032 {
597 if (sp != null) 1033 Thread.Sleep(4000);
598 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 1034
599 else 1035 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
600 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 1036 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
1037 if (sp != null)
1038 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
1039 else
1040 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
1041 }, null, "AvatarFactoryModule.OnClientRequestWearables");
601 } 1042 }
602 1043
603 /// <summary> 1044 /// <summary>
@@ -606,12 +1047,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
606 /// <param name="client"></param> 1047 /// <param name="client"></param>
607 /// <param name="texture"></param> 1048 /// <param name="texture"></param>
608 /// <param name="visualParam"></param> 1049 /// <param name="visualParam"></param>
609 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) 1050 private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
610 { 1051 {
611 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); 1052 // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
612 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 1053 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
613 if (sp != null) 1054 if (sp != null)
614 SetAppearance(sp, textureEntry, visualParams); 1055 SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
615 else 1056 else
616 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); 1057 m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
617 } 1058 }
@@ -659,6 +1100,61 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
659 QueueAppearanceSave(client.AgentId); 1100 QueueAppearanceSave(client.AgentId);
660 } 1101 }
661 } 1102 }
1103
1104 /// <summary>
1105 /// Respond to the cached textures request from the client
1106 /// </summary>
1107 /// <param name="client"></param>
1108 /// <param name="serial"></param>
1109 /// <param name="cachedTextureRequest"></param>
1110 private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
1111 {
1112 // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
1113 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
1114
1115 List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
1116 foreach (CachedTextureRequestArg request in cachedTextureRequest)
1117 {
1118 UUID texture = UUID.Zero;
1119 int index = request.BakedTextureIndex;
1120
1121 if (m_reusetextures)
1122 {
1123 // this is the most insanely dumb way to do this... however it seems to
1124 // actually work. if the appearance has been reset because wearables have
1125 // changed then the texture entries are zero'd out until the bakes are
1126 // uploaded. on login, if the textures exist in the cache (eg if you logged
1127 // into the simulator recently, then the appearance will pull those and send
1128 // them back in the packet and you won't have to rebake. if the textures aren't
1129 // in the cache then the intial makeroot() call in scenepresence will zero
1130 // them out.
1131 //
1132 // a better solution (though how much better is an open question) is to
1133 // store the hashes in the appearance and compare them. Thats's coming.
1134
1135 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
1136 if (face != null)
1137 texture = face.TextureID;
1138
1139 // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
1140 }
1141
1142 CachedTextureResponseArg response = new CachedTextureResponseArg();
1143 response.BakedTextureIndex = index;
1144 response.BakedTextureID = texture;
1145 response.HostName = null;
1146
1147 cachedTextureResponse.Add(response);
1148 }
1149
1150 // m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
1151 // The serial number appears to be used to match requests and responses
1152 // in the texture transaction. We just send back the serial number
1153 // that was provided in the request. The viewer bumps this for us.
1154 client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
1155 }
1156
1157
662 #endregion 1158 #endregion
663 1159
664 public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction) 1160 public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
@@ -690,7 +1186,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
690 } 1186 }
691 1187
692 bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp); 1188 bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
693 outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); 1189 outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete");
694 } 1190 }
695 } 1191 }
696} 1192}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index 1830d41..9513408 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -34,7 +34,6 @@ using OpenSim.Framework;
34using OpenSim.Region.CoreModules.Asset; 34using OpenSim.Region.CoreModules.Asset;
35using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
36using OpenSim.Tests.Common; 36using OpenSim.Tests.Common;
37using OpenSim.Tests.Common.Mock;
38 37
39namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory 38namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
40{ 39{
@@ -48,23 +47,103 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
48 public void TestSetAppearance() 47 public void TestSetAppearance()
49 { 48 {
50 TestHelpers.InMethod(); 49 TestHelpers.InMethod();
51// log4net.Config.XmlConfigurator.Configure(); 50// TestHelpers.EnableLogging();
52 51
53 UUID userId = TestHelpers.ParseTail(0x1); 52 UUID userId = TestHelpers.ParseTail(0x1);
53 UUID bakedTextureID = TestHelpers.ParseTail(0x2);
54 54
55 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
56 // to the AssetService, which will then store temporary and local assets permanently
57 CoreAssetCache assetCache = new CoreAssetCache();
58
55 AvatarFactoryModule afm = new AvatarFactoryModule(); 59 AvatarFactoryModule afm = new AvatarFactoryModule();
56 TestScene scene = new SceneHelpers().SetupScene(); 60 TestScene scene = new SceneHelpers(assetCache).SetupScene();
57 SceneHelpers.SetupSceneModules(scene, afm); 61 SceneHelpers.SetupSceneModules(scene, afm);
58 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId); 62 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
59 63
64 // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
65 AssetBase bakedTextureAsset;
66 bakedTextureAsset
67 = new AssetBase(
68 bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
69 bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
70 bakedTextureAsset.Temporary = true;
71 bakedTextureAsset.Local = true;
72 scene.AssetService.Store(bakedTextureAsset);
73
60 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT]; 74 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
61 for (byte i = 0; i < visualParams.Length; i++) 75 for (byte i = 0; i < visualParams.Length; i++)
62 visualParams[i] = i; 76 visualParams[i] = i;
63 77
64 afm.SetAppearance(sp, new Primitive.TextureEntry(TestHelpers.ParseTail(0x10)), visualParams); 78 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
79 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
80 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
81
82 int rebakeRequestsReceived = 0;
83 ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
84
85 // This is the alpha texture
86 eyesFace.TextureID = bakedTextureID;
87 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
88
89 Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
90
91 AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
92 Assert.That(eyesBake, Is.Not.Null);
93 Assert.That(eyesBake.Temporary, Is.True);
94 Assert.That(eyesBake.Local, Is.True);
95 }
96
97 /// <summary>
98 /// Test appearance setting where the baked texture UUID are library alpha textures.
99 /// </summary>
100 /// <remarks>
101 /// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
102 /// rebake.
103 /// </remarks>
104 [Test]
105 public void TestSetAppearanceAlphaBakedTextures()
106 {
107 TestHelpers.InMethod();
108// TestHelpers.EnableLogging();
109
110 UUID userId = TestHelpers.ParseTail(0x1);
111 UUID alphaTextureID = new UUID("3a367d1c-bef1-6d43-7595-e88c1e3aadb3");
112
113 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
114 // to the AssetService, which will then store temporary and local assets permanently
115 CoreAssetCache assetCache = new CoreAssetCache();
116
117 AvatarFactoryModule afm = new AvatarFactoryModule();
118 TestScene scene = new SceneHelpers(assetCache).SetupScene();
119 SceneHelpers.SetupSceneModules(scene, afm);
120 ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
121
122 AssetBase libraryAsset;
123 libraryAsset
124 = new AssetBase(
125 alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
126 libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
127 libraryAsset.Temporary = false;
128 libraryAsset.Local = false;
129 scene.AssetService.Store(libraryAsset);
130
131 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
132 for (byte i = 0; i < visualParams.Length; i++)
133 visualParams[i] = i;
134
135 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
136 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
137 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
138
139 int rebakeRequestsReceived = 0;
140 ((TestClient)sp.ControllingClient).OnReceivedSendRebakeAvatarTextures += id => rebakeRequestsReceived++;
65 141
66 // TODO: Check baked texture 142 // This is the alpha texture
67 Assert.AreEqual(visualParams, sp.Appearance.VisualParams); 143 eyesFace.TextureID = alphaTextureID;
144 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
145
146 Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
68 } 147 }
69 148
70 [Test] 149 [Test]
@@ -102,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
102 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex); 181 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
103 eyesFace.TextureID = eyesTextureId; 182 eyesFace.TextureID = eyesTextureId;
104 183
105 afm.SetAppearance(sp, bakedTextureEntry, visualParams); 184 afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
106 afm.SaveBakedTextures(userId); 185 afm.SaveBakedTextures(userId);
107// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId); 186// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
108 187