From 2ebb421331c4e6c4f57e0cc1bab79cea70937172 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Tue, 14 Feb 2012 17:20:34 -0800 Subject: Refactor appearance saving for NPC to use AvatarFactoryModule interface. --- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 40 +++++++++++++++++----- .../Framework/Interfaces/IAvatarFactoryModule.cs | 1 + .../Region/OptionalModules/World/NPC/NPCModule.cs | 12 +++---- 3 files changed, 38 insertions(+), 15 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 8d503bd..c7f4c20 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory #region IAvatarFactoryModule + /// + /// + /// + /// + public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) + { + SetAppearance(sp, appearance.Texture, appearance.VisualParams); + } + /// /// Set appearance data (texture asset IDs and slider settings) /// @@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; // WriteBakedTexturesReport(sp, m_log.DebugFormat); - if (!ValidateBakedTextureCache(sp)) + + // If bake textures are missing and this is not an NPC, request a rebake from client + if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) RequestRebake(sp, true); // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate // appearance send and save here. } - + + // NPC should send to clients immediately and skip saving appearance + if (((ScenePresence)sp).PresenceType == PresenceType.Npc) + { + SendAppearance((ScenePresence)sp); + return; + } + // save only if there were changes, send no matter what (doesn't hurt to send twice) if (changed) QueueAppearanceSave(sp.ControllingClient.AgentId); @@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); } + private void SendAppearance(ScenePresence sp) + { + // Send the appearance to everyone in the scene + sp.SendAppearanceToAllOtherAgents(); + + // Send animations back to the avatar as well + sp.Animator.SendAnimPack(); + } + public bool SendAppearance(UUID agentId) { // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); @@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return false; } - // Send the appearance to everyone in the scene - sp.SendAppearanceToAllOtherAgents(); - - // Send animations back to the avatar as well - sp.Animator.SendAnimPack(); - + SendAppearance(sp); return true; } @@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 39a760c..34aca33 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs @@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces public interface IAvatarFactoryModule { + void SetAppearance(IScenePresence sp, AvatarAppearance appearance); void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); /// diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index dc6eefc..5359354 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs @@ -96,15 +96,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC if (!m_avatars.ContainsKey(agentId)) return false; + // Delete existing sp attachments scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); - AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); - sp.Appearance = npcAppearance; + // Set new sp appearance. Also sends to clients. + scene.RequestModuleInterface().SetAppearance(sp, new AvatarAppearance(appearance, true)); + + // Rez needed sp attachments scene.AttachmentsModule.RezAttachments(sp); - - IAvatarFactoryModule module = scene.RequestModuleInterface(); - module.SendAppearance(sp.UUID); - + return true; } -- cgit v1.1