using System; using libsecondlife; 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; public bool TryGetIntialAvatarAppearance(LLUUID avatarId, out AvatarWearable[] wearables, out byte[] visualParams) { GetDefaultAvatarAppearance(out wearables, out visualParams); 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) { LLUUID assetId; CachedUserInfo profile = m_scene.CommsManager.UserProfileCache.GetUserDetails(clientView.AgentId); if (profile != null) { InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID); if (baseItem != null) { assetId = baseItem.assetID; } } } } public static void GetDefaultAvatarAppearance(out AvatarWearable[] wearables, out byte[] visualParams) { visualParams = new byte[218]; for (int i = 0; i < 218; i++) { visualParams[i] = 100; } wearables = AvatarWearable.DefaultWearables; } } }