From ed12e38480a28d5863b5777e9bbeb94ce84d3ef1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 2 Jul 2011 00:18:15 +0100 Subject: refactor: simplify existing npc code by creating them directly rather than indirectly via a timer no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway! --- .../Region/OptionalModules/World/NPC/NPCModule.cs | 139 ++++++--------------- 1 file changed, 37 insertions(+), 102 deletions(-) (limited to 'OpenSim/Region/OptionalModules/World') diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 48d236f..c1ddeee 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -47,31 +47,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC // private const bool m_enabled = false; - private Mutex m_createMutex; - private Timer m_timer; - private Dictionary m_avatars = new Dictionary(); private Dictionary m_appearanceCache = new Dictionary(); - // Timer vars. - private bool p_inUse = false; - private readonly object p_lock = new object(); - // Private Temporary Variables. - private string p_firstname; - private string p_lastname; - private Vector3 p_position; - private Scene p_scene; - private UUID p_cloneAppearanceFrom; - private UUID p_returnUuid; - public void Initialise(Scene scene, IConfigSource source) { - m_createMutex = new Mutex(false); - - m_timer = new Timer(500); - m_timer.Elapsed += m_timer_Elapsed; - m_timer.Start(); - scene.RegisterModuleInterface(this); } @@ -92,33 +72,51 @@ namespace OpenSim.Region.OptionalModules.World.NPC public UUID CreateNPC(string firstname, string lastname,Vector3 position, Scene scene, UUID cloneAppearanceFrom) { + NPCAvatar npcAvatar = new NPCAvatar(firstname, lastname, position, scene); + npcAvatar.CircuitCode = (uint)Util.RandomClass.Next(0, int.MaxValue); + m_log.DebugFormat( - "[NPC MODULE]: Queueing request to create NPC {0} {1} at {2} in {3} cloning appearance of {4}", - firstname, lastname, position, scene.RegionInfo.RegionName, cloneAppearanceFrom); + "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}", + firstname, lastname, npcAvatar.AgentId, position, scene.RegionInfo.RegionName); + + AgentCircuitData acd = new AgentCircuitData(); + acd.AgentID = npcAvatar.AgentId; + acd.firstname = firstname; + acd.lastname = lastname; + acd.ServiceURLs = new Dictionary(); - // Block. - m_createMutex.WaitOne(); + AvatarAppearance originalAppearance = GetAppearance(cloneAppearanceFrom, scene); + AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true); + acd.Appearance = npcAppearance; - // Copy Temp Variables for Timer to pick up. - lock (p_lock) + scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); + scene.AddNewClient(npcAvatar); + + ScenePresence sp; + if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) { - p_firstname = firstname; - p_lastname = lastname; - p_position = position; - p_scene = scene; - p_cloneAppearanceFrom = cloneAppearanceFrom; - p_inUse = true; - p_returnUuid = UUID.Zero; - } + m_log.DebugFormat( + "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); + + // Shouldn't call this - temporary. + sp.CompleteMovement(npcAvatar); - while (p_returnUuid == UUID.Zero) +// sp.SendAppearanceToAllOtherAgents(); +// +// // Send animations back to the avatar as well +// sp.Animator.SendAnimPack(); + } + else { - Thread.Sleep(250); + m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); } - m_createMutex.ReleaseMutex(); + lock (m_avatars) + m_avatars.Add(npcAvatar.AgentId, npcAvatar); - return p_returnUuid; + m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); + + return npcAvatar.AgentId; } public void Autopilot(UUID agentID, Scene scene, Vector3 pos) @@ -157,69 +155,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC } } - void m_timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e) - { - try - { - lock (p_lock) - { - if (p_inUse) - { - p_inUse = false; - - NPCAvatar npcAvatar = new NPCAvatar(p_firstname, p_lastname, p_position, p_scene); - npcAvatar.CircuitCode = (uint) Util.RandomClass.Next(0, int.MaxValue); - - m_log.DebugFormat( - "[NPC MODULE]: Creating NPC {0} {1} {2} at {3} in {4}", - p_firstname, p_lastname, npcAvatar.AgentId, p_position, p_scene.RegionInfo.RegionName); - - AgentCircuitData acd = new AgentCircuitData(); - acd.AgentID = npcAvatar.AgentId; - acd.firstname = p_firstname; - acd.lastname = p_lastname; - acd.ServiceURLs = new Dictionary(); - - AvatarAppearance originalAppearance = GetAppearance(p_cloneAppearanceFrom, p_scene); - AvatarAppearance npcAppearance = new AvatarAppearance(originalAppearance, true); - acd.Appearance = npcAppearance; - - p_scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); - p_scene.AddNewClient(npcAvatar); - - ScenePresence sp; - if (p_scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) - { - m_log.DebugFormat( - "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); - - // Shouldn't call this - temporary. - sp.CompleteMovement(npcAvatar); - - // sp.SendAppearanceToAllOtherAgents(); - // - // // Send animations back to the avatar as well - // sp.Animator.SendAnimPack(); - } - else - { - m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); - } - - m_avatars.Add(npcAvatar.AgentId, npcAvatar); - - p_returnUuid = npcAvatar.AgentId; - - m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", p_returnUuid); - } - } - } - catch (Exception ex) - { - m_log.ErrorFormat("[NPC MODULE]: NPC creation failed with exception {0} {1}", ex.Message, ex.StackTrace); - } - } - public void PostInitialise() { } @@ -238,4 +173,4 @@ namespace OpenSim.Region.OptionalModules.World.NPC get { return true; } } } -} +} \ No newline at end of file -- cgit v1.1