/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Threading; using libsecondlife; using Nini.Config; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; using OpenSim.Framework.Data; using TribalMedia.Framework.Data; namespace OpenSim.Region.Environment.Modules { public class AvatarFactoryModule : IAvatarFactory { private Scene m_scene = null; private readonly Dictionary m_avatarsAppearance = new Dictionary(); private bool m_enablePersist = false; private string m_connectionString; private bool m_configured = false; private BaseDatabaseConnector m_databaseMapper; private AppearanceTableMapper m_appearanceMapper; private Dictionary m_fetchesInProgress = new Dictionary(); private object m_syncLock = new object(); public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance) { appearance = CheckCache(avatarId); if (appearance != null) { return true; } //not in cache so check to see if another thread is already fetching it //should only let one thread at a time do this part EventWaitHandle waitHandle = null; lock (m_syncLock) { if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle)) { waitHandle.WaitOne(); appearance = CheckCache(avatarId); if (appearance != null) { waitHandle = null; return true; } else { waitHandle = null; return false; } } else { //no thread already fetching this appearance, so add a wait handle to list //for any following threads that want the same appearance waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset); m_fetchesInProgress.Add(avatarId, waitHandle); } } //this is the first thread to request this appearance //so let it check the db and if not found then create a default appearance //and add that to the cache appearance = CheckDatabase(avatarId); if (appearance != null) { //appearance has now been added to cache so lets pulse any waiting threads lock (m_syncLock) { m_fetchesInProgress.Remove(avatarId); waitHandle.Set(); } waitHandle = null; return true; } //not found a appearance for the user, so create a new default one appearance = CreateDefault(avatarId); if (appearance != null) { //update database if (m_enablePersist) { m_appearanceMapper.Add(avatarId.UUID, appearance); } //add appearance to dictionary cache lock (m_avatarsAppearance) { m_avatarsAppearance[avatarId] = appearance; } //appearance has now been added to cache so lets pulse any waiting threads lock (m_syncLock) { m_fetchesInProgress.Remove(avatarId); waitHandle.Set(); } waitHandle = null; return true; } else { //something went wrong, so release the wait handle and remove it //all waiting threads will fail to find cached appearance //but its better for them to fail than wait for ever lock (m_syncLock) { m_fetchesInProgress.Remove(avatarId); waitHandle.Set(); } waitHandle = null; return false; } } private AvatarAppearance CreateDefault(LLUUID avatarId) { AvatarAppearance appearance = null; AvatarWearable[] wearables; byte[] visualParams; GetDefaultAvatarAppearance(out wearables, out visualParams); appearance = new AvatarAppearance(avatarId, wearables, visualParams); return appearance; } private AvatarAppearance CheckDatabase(LLUUID avatarId) { AvatarAppearance appearance = null; //check db if (m_enablePersist) { if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance)) { appearance.VisualParams = GetDefaultVisualParams(); appearance.TextureEntry = AvatarAppearance.GetDefaultTextureEntry(); lock (m_avatarsAppearance) { m_avatarsAppearance[avatarId] = appearance; } } } return appearance; } private AvatarAppearance CheckCache(LLUUID avatarId) { AvatarAppearance appearance = null; //check cache lock (m_avatarsAppearance) { if (m_avatarsAppearance.ContainsKey(avatarId)) { appearance = m_avatarsAppearance[avatarId]; // return true; } } return appearance; } public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += NewClient; if (m_scene == null) { m_scene = scene; } if (!m_configured) { m_configured = true; try { m_enablePersist = source.Configs["Startup"].GetBoolean("appearance_persist", false); m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", ""); } catch (Exception) { } if (m_enablePersist) { m_databaseMapper = new MySQLDatabaseMapper(m_connectionString); m_appearanceMapper = new AppearanceTableMapper(m_databaseMapper, "AvatarAppearance"); } } } public void PostInitialise() { } public void Close() { } public string Name { get { return "Default Avatar Factory"; } } public bool IsSharedModule { get { return true; } } public void NewClient(IClientAPI client) { client.OnAvatarNowWearing += AvatarIsWearing; } public void RemoveClient(IClientAPI client) { // client.OnAvatarNowWearing -= AvatarIsWearing; } public void AvatarIsWearing(Object sender, AvatarWearingArgs e) { IClientAPI clientView = (IClientAPI)sender; CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId); if (profile != null) { if (profile.RootFolder != null) { //Todo look up the assetid from the inventory cache for each itemId that is in AvatarWearingArgs // then store assetid and itemId and wearable type in a database foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type < 13) { LLUUID assetId; InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID); if (baseItem != null) { assetId = baseItem.assetID; if (m_avatarsAppearance.ContainsKey(clientView.AgentId)) { AvatarAppearance avatAppearance = null; lock (m_avatarsAppearance) { avatAppearance = m_avatarsAppearance[clientView.AgentId]; } avatAppearance.Wearables[wear.Type].AssetID = assetId; avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID; UpdateDatabase(clientView.AgentId, avatAppearance); } } } } } } } public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance) { if (m_enablePersist) { m_appearanceMapper.Update(userID.UUID, avatAppearance); } } public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams) { visualParams = GetDefaultVisualParams(); wearables = AvatarWearable.DefaultWearables; } private static byte[] GetDefaultVisualParams() { byte[] visualParams; visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } return visualParams; } } }