/* * 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.Reflection; using System.Threading; using libsecondlife; using log4net; using Nini.Config; using OpenSim.Data.Base; using OpenSim.Data.MapperFactory; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Modules.AvatarFactory { public class AvatarFactoryModule : IAvatarFactory, IRegionModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 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 = m_scene.CommsManager.UserService.GetUserAppearance(avatarId); if (appearance != null) return true; else return false; // //should only let one thread at a time do this part // EventWaitHandle waitHandle = null; // bool fetchInProgress = false; // lock (m_syncLock) // { // appearance = CheckCache(avatarId); // if (appearance != null) // { // return true; // } // //not in cache so check to see if another thread is already fetching it // if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle)) // { // fetchInProgress = true; // } // else // { // fetchInProgress = false; // //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); // } // } // if (fetchInProgress) // { // waitHandle.WaitOne(); // appearance = CheckCache(avatarId); // if (appearance != null) // { // waitHandle = null; // return true; // } // else // { // waitHandle = null; // return false; // } // } // else // { // // BUG: !? (Reduced from 5000 to 500 by Adam) // Thread.Sleep(500); //why is this here? // //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.Close(); // 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.Close(); // 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.Close(); // 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; if (m_enablePersist) { if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance)) { appearance.VisualParams = GetDefaultVisualParams(); appearance.Texture = AvatarAppearance.GetDefaultTexture(); lock (m_avatarsAppearance) { m_avatarsAppearance[avatarId] = appearance; } } } return appearance; } private AvatarAppearance CheckCache(LLUUID avatarId) { AvatarAppearance appearance = null; lock (m_avatarsAppearance) { if (m_avatarsAppearance.ContainsKey(avatarId)) { appearance = m_avatarsAppearance[avatarId]; } } 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); // } // catch (Exception) // { // } // if (m_enablePersist) // { // m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", ""); // string mapperTypeStr = source.Configs["Startup"].GetString("appearance_database", "MySQL"); // DataMapperFactory.MAPPER_TYPE mapperType = // (DataMapperFactory.MAPPER_TYPE) // Enum.Parse(typeof (DataMapperFactory.MAPPER_TYPE), mapperTypeStr); // m_databaseMapper = DataMapperFactory.GetDataBaseMapper(mapperType, 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; ScenePresence avatar = m_scene.GetScenePresence(clientView.AgentId); CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId); AvatarAppearance avatAppearance = null; if(!TryGetAvatarAppearance(clientView.AgentId, out avatAppearance)) { m_log.Info("We didn't seem to find the appearance"); avatAppearance = avatar.Appearance; } m_log.Info("Calling Avatar is Wearing"); if (profile != null) { if (profile.RootFolder != null) { foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type < 13) { if (wear.ItemID == LLUUID.Zero) { avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero; avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero; } else { LLUUID assetId; InventoryItemBase baseItem = profile.RootFolder.FindItem(wear.ItemID); if (baseItem != null) { assetId = baseItem.AssetID; avatAppearance.Wearables[wear.Type].AssetID = assetId; avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID; } else { m_log.ErrorFormat("[APPEARANCE] Can't find inventory item {0}, not wearing", wear.ItemID); } } } } m_scene.CommsManager.UserService.UpdateUserAppearance(clientView.AgentId, avatAppearance); avatar.Appearance = avatAppearance; } else { m_log.Error("Root Profile is null, we can't set the appearance"); } } } 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; } } }