using System; using libsecondlife; using System.Collections.Generic; using Nini.Config; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules { public class AvatarFactoryModule : IAvatarFactory { private Scene m_scene = null; private Dictionary m_avatarsClothes = new Dictionary(); public bool TryGetInitialAvatarAppearance(LLUUID avatarId, out AvatarWearable[] wearables, out byte[] visualParams) { if (m_avatarsClothes.ContainsKey(avatarId)) { visualParams = GetDefaultVisualParams(); wearables = m_avatarsClothes[avatarId].IsWearing; return true; } else { GetDefaultAvatarAppearance(out wearables, out visualParams); AvatarAppearance wearing = new AvatarAppearance(wearables); m_avatarsClothes[avatarId] = wearing; return true; } } public void Initialise(Scene scene, IConfigSource source) { scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += NewClient; if (m_scene == null) { m_scene = scene; } } 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; //Todo look up the assetid from the inventory cache (or something) 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; CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId); if (profile != null) { InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID); if (baseItem != null) { assetId = baseItem.assetID; //temporary dictionary storage. This should be storing to a database if (m_avatarsClothes.ContainsKey(clientView.AgentId)) { AvatarAppearance avWearing = m_avatarsClothes[clientView.AgentId]; avWearing.IsWearing[wear.Type].AssetID = assetId; avWearing.IsWearing[wear.Type].ItemID = wear.ItemID; } } } } } } 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; } public class AvatarAppearance { public AvatarWearable[] IsWearing; public byte[] VisualParams; public AvatarAppearance() { IsWearing = new AvatarWearable[13]; for (int i = 0; i < 13; i++) { IsWearing[i] = new AvatarWearable(); } } public AvatarAppearance(AvatarWearable[] wearing) { if (wearing.Length == 13) { IsWearing = new AvatarWearable[13]; for (int i = 0; i < 13; i++) { IsWearing[i] = new AvatarWearable(); IsWearing[i].AssetID = wearing[i].AssetID; IsWearing[i].ItemID = wearing[i].ItemID; } } else { IsWearing = new AvatarWearable[13]; for (int i = 0; i < 13; i++) { IsWearing[i] = new AvatarWearable(); } } } } } }