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|
/*
* 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 OpenSimulator 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 System.Text;
using System.Timers;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Mono.Addins;
using PermissionMask = OpenSim.Framework.PermissionMask;
namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AvatarFactoryModule")]
public class AvatarFactoryModule : IAvatarFactoryModule, INonSharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public const string BAKED_TEXTURES_REPORT_FORMAT = "{0,-9} {1}";
private Scene m_scene = null;
private int m_savetime = 5; // seconds to wait before saving changed appearance
private int m_sendtime = 2; // seconds to wait before sending changed appearance
private bool m_reusetextures = false;
private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();
private object m_setAppearanceLock = new object();
#region Region Module interface
public void Initialise(IConfigSource config)
{
IConfig appearanceConfig = config.Configs["Appearance"];
if (appearanceConfig != null)
{
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
}
public void AddRegion(Scene scene)
{
if (m_scene == null)
m_scene = scene;
scene.RegisterModuleInterface<IAvatarFactoryModule>(this);
scene.EventManager.OnNewClient += SubscribeToClientEvents;
}
public void RemoveRegion(Scene scene)
{
if (scene == m_scene)
{
scene.UnregisterModuleInterface<IAvatarFactoryModule>(this);
scene.EventManager.OnNewClient -= SubscribeToClientEvents;
}
m_scene = null;
}
public void RegionLoaded(Scene scene)
{
m_updateTimer.Enabled = false;
m_updateTimer.AutoReset = true;
m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops
m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer);
}
public void Close()
{
}
public string Name
{
get { return "Default Avatar Factory"; }
}
public bool IsSharedModule
{
get { return false; }
}
public Type ReplaceableInterface
{
get { return null; }
}
private void SubscribeToClientEvents(IClientAPI client)
{
client.OnRequestWearables += Client_OnRequestWearables;
client.OnSetAppearance += Client_OnSetAppearance;
client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
}
#endregion
#region IAvatarFactoryModule
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
{
SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
}
public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
float oldoff = sp.Appearance.AvatarFeetOffset;
Vector3 oldbox = sp.Appearance.AvatarBoxSize;
SetAppearance(sp, textureEntry, visualParams, cacheItems);
sp.Appearance.SetSize(avSize);
float off = sp.Appearance.AvatarFeetOffset;
Vector3 box = sp.Appearance.AvatarBoxSize;
if (oldoff != off || oldbox != box)
((ScenePresence)sp).SetSize(box, off);
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings)
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
{
// m_log.DebugFormat(
// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
// sp.Name, textureEntry, visualParams);
// TODO: This is probably not necessary any longer, just assume the
// textureEntry set implies that the appearance transaction is complete
bool changed = false;
// Process the texture entry transactionally, this doesn't guarantee that Appearance is
// going to be handled correctly but it does serialize the updates to the appearance
lock (m_setAppearanceLock)
{
// Process the visual params, this may change height as well
if (visualParams != null)
{
changed = sp.Appearance.SetVisualParams(visualParams);
}
// Process the baked texture array
if (textureEntry != null)
{
m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
// If bake textures are missing and this is not an NPC, request a rebake from client
// rebake may messup caching, and should not be needed
// if (!UpdateBakedTextureCache(sp,cacheItems) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
// RequestRebake(sp, true);
UpdateBakedTextureCache(sp, cacheItems);
// 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);
QueueAppearanceSend(sp.ControllingClient.AgentId);
}
// 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);
ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null)
{
// This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
return false;
}
SendAppearance(sp);
return true;
}
public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
{
ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null)
return new Dictionary<BakeType, Primitive.TextureEntryFace>();
return GetBakedTextureFaces(sp);
}
public WearableCacheItem[] GetCachedItems(UUID agentId)
{
ScenePresence sp = m_scene.GetScenePresence(agentId);
WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
//foreach (WearableCacheItem item in items)
//{
//}
return items;
}
public bool SaveBakedTextures(UUID agentId)
{
ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null)
return false;
m_log.DebugFormat(
"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
sp.Name, m_scene.RegionInfo.RegionName);
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);
if (bakedTextures.Count == 0)
return false;
foreach (BakeType bakeType in bakedTextures.Keys)
{
Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
if (bakedTextureFace == null)
{
// This can happen legitimately, since some baked textures might not exist
//m_log.WarnFormat(
// "[AV FACTORY]: No texture ID set for {0} for {1} in {2} not found when trying to save permanently",
// bakeType, sp.Name, m_scene.RegionInfo.RegionName);
continue;
}
AssetBase asset = m_scene.AssetService.Get(bakedTextureFace.TextureID.ToString());
if (asset != null)
{
// Replace an HG ID with the simple asset ID so that we can persist textures for foreign HG avatars
asset.ID = asset.FullID.ToString();
asset.Temporary = false;
asset.Local = false;
m_scene.AssetService.Store(asset);
}
else
{
m_log.WarnFormat(
"[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
}
}
return true;
}
/// <summary>
/// Queue up a request to send appearance.
/// </summary>
/// <remarks>
/// Makes it possible to accumulate changes without sending out each one separately.
/// </remarks>
/// <param name="agentId"></param>
public void QueueAppearanceSend(UUID agentid)
{
// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
lock (m_sendqueue)
{
m_sendqueue[agentid] = timestamp;
m_updateTimer.Start();
}
}
public void QueueAppearanceSave(UUID agentid)
{
// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
lock (m_savequeue)
{
m_savequeue[agentid] = timestamp;
m_updateTimer.Start();
}
}
// called on textures update
public bool UpdateBakedTextureCache(IScenePresence sp, WearableCacheItem[] cacheItems)
{
bool defonly = true; // are we only using default textures
// uploaded baked textures will be in assets local cache
IAssetService cache = m_scene.AssetService;
int validDirtyBakes = 0;
int hits = 0;
// our main cacheIDs mapper is p.Appearance.WearableCacheItems
WearableCacheItem[] wearableCache = sp.Appearance.WearableCacheItems;
if (wearableCache == null)
{
wearableCache = WearableCacheItem.GetDefaultCacheItem();
}
// Process received baked textures
for (int i = 0; i < cacheItems.Length; i++)
{
int idx = (int)cacheItems[i].TextureIndex;
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// No face
if (face == null)
{
// for some reason viewer is cleaning this
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
else
{
if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
defonly = false; // found a non-default texture reference
if(sp.Appearance.Texture.FaceTextures[idx].TextureID == wearableCache[idx].TextureID)
{
if(wearableCache[idx].CacheId != cacheItems[i].CacheId)
{
wearableCache[idx].CacheId = cacheItems[i].CacheId;
validDirtyBakes++;
hits++;
//assuming this can only happen if asset is in cache
}
continue;
}
wearableCache[idx].TextureAsset = null;
if (cache != null)
wearableCache[idx].TextureAsset = cache.GetCached(face.TextureID.ToString());
if (wearableCache[idx].TextureAsset != null)
{
wearableCache[idx].CacheId = cacheItems[i].CacheId;
wearableCache[idx].TextureID = sp.Appearance.Texture.FaceTextures[idx].TextureID;
validDirtyBakes++;
hits++;
}
else
{
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
}
}
sp.Appearance.WearableCacheItems = wearableCache;
// if we got a full set of baked textures save all in BakedTextureModule
if (validDirtyBakes == cacheItems.Length)
{
IBakedTextureModule m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (m_BakedTextureModule != null)
{
m_log.Debug("[UpdateBakedCache] uploading to bakedModule cache");
m_BakedTextureModule.Store(sp.UUID, wearableCache);
}
}
// debug
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
{
int j = AvatarAppearance.BAKE_INDICES[iter];
m_log.Debug("[UpdateBCache] {" + iter + "/" +
sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
sp.Appearance.WearableCacheItems[j].TextureID);
}
// If we only found default textures, then the appearance is not cached
return (defonly ? false : true);
}
// called when we get a new root avatar
public bool ValidateBakedTextureCache(IScenePresence sp)
{
bool defonly = true; // are we only using default textures
IAssetService cache = m_scene.AssetService;
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
WearableCacheItem[] wearableCache = null;
// debug
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
{
int j = AvatarAppearance.BAKE_INDICES[iter];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[iter];
if(face != null)
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - " + face.TextureID);
else
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - No texture");
}
int hits = 0;
// Cache wearable data for teleport.
// Only makes sense if there's a bake module and a cache module
if (bakedModule != null && cache != null)
{
try
{
wearableCache = bakedModule.Get(sp.UUID);
}
catch (Exception)
{
wearableCache = null;
}
if (wearableCache != null)
{
for (int i = 0; i < wearableCache.Length; i++)
{
m_log.Debug("[ValidateBakedCache] got bakedModule cache");
if (wearableCache[i].TextureAsset != null)
{
wearableCache[i].TextureAsset.Temporary = true;
wearableCache[i].TextureAsset.Local = true;
cache.Store(wearableCache[i].TextureAsset);
}
else
{
wearableCache[i].TextureID = UUID.Zero;
wearableCache[i].CacheId = UUID.Zero;
}
}
}
}
if(wearableCache == null)
wearableCache = WearableCacheItem.GetDefaultCacheItem();
// Process the baked textures
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// No face, so lets check our baked service cache, teleport or login.
if (face == null)
{
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
if (wearableCache[idx].TextureID != UUID.Zero)
{
sp.Appearance.Texture.FaceTextures[idx].TextureID = wearableCache[idx].TextureID;
face = sp.Appearance.Texture.FaceTextures[idx];
// let run to end of loop to check cache
}
else
{
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
face = sp.Appearance.Texture.FaceTextures[idx];
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
}
if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
defonly = false; // found a non-default texture reference
if(wearableCache[idx].TextureID != sp.Appearance.Texture.FaceTextures[idx].TextureID)
{
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
wearableCache[idx].TextureAsset = null;
continue;
}
wearableCache[idx].TextureAsset = null;
if (cache != null)
{
wearableCache[idx].TextureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
if (wearableCache[idx].TextureAsset == null)
{
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureID = UUID.Zero;
}
else
hits++;
}
}
sp.Appearance.WearableCacheItems = wearableCache;
m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1} {2} {3}", sp.Name, sp.UUID, hits, defonly.ToString());
// debug
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
{
int j = AvatarAppearance.BAKE_INDICES[iter];
m_log.Debug("[ValidateBakedCache] {" + iter + "/" +
sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
sp.Appearance.WearableCacheItems[j].TextureID);
}
// If we only found default textures, then the appearance is not cached
return (defonly ? false : true);
}
public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
{
int texturesRebaked = 0;
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// if there is no texture entry, skip it
if (face == null)
continue;
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// if the texture is one of the "defaults" then skip it
// this should probably be more intelligent (skirt texture doesnt matter
// if the avatar isnt wearing a skirt) but if any of the main baked
// textures is default then the rest should be as well
if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
continue;
if (missingTexturesOnly)
{
if (cache != null)
{
if (cache.Check(face.TextureID.ToString()))
continue;
else
{
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
else
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
{
continue;
}
else
{
// On inter-simulator teleports, this occurs if baked textures are not being stored by the
// grid asset service (which means that they are not available to the new region and so have
// to be re-requested from the client).
//
// The only available core OpenSimulator behaviour right now
// is not to store these textures, temporarily or otherwise.
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
}
else
{
m_log.DebugFormat(
"[AVFACTORY]: Requesting rebake of {0} ({1}) for {2}.",
face.TextureID, idx, sp.Name);
}
texturesRebaked++;
sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
}
return texturesRebaked;
}
#endregion
#region AvatarFactoryModule private methods
private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
{
if (sp.IsChildAgent)
return new Dictionary<BakeType, Primitive.TextureEntryFace>();
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
= new Dictionary<BakeType, Primitive.TextureEntryFace>();
AvatarAppearance appearance = sp.Appearance;
Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures;
foreach (int i in Enum.GetValues(typeof(BakeType)))
{
BakeType bakeType = (BakeType)i;
if (bakeType == BakeType.Unknown)
continue;
// m_log.DebugFormat(
// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture
bakedTextures[bakeType] = texture;
}
return bakedTextures;
}
private void HandleAppearanceUpdateTimer(object sender, EventArgs ea)
{
long now = DateTime.Now.Ticks;
lock (m_sendqueue)
{
Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
foreach (KeyValuePair<UUID, long> kvp in sends)
{
// We have to load the key and value into local parameters to avoid a race condition if we loop
// around and load kvp with a different value before FireAndForget has launched its thread.
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);
if (sendTime < now)
{
Util.FireAndForget(o => SendAppearance(avatarID));
m_sendqueue.Remove(avatarID);
}
}
}
lock (m_savequeue)
{
Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
foreach (KeyValuePair<UUID, long> kvp in saves)
{
// We have to load the key and value into local parameters to avoid a race condition if we loop
// around and load kvp with a different value before FireAndForget has launched its thread.
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
if (sendTime < now)
{
Util.FireAndForget(o => SaveAppearance(avatarID));
m_savequeue.Remove(avatarID);
}
}
// We must lock both queues here so that QueueAppearanceSave() or *Send() don't m_updateTimer.Start() on
// another thread inbetween the first count calls and m_updateTimer.Stop() on this thread.
lock (m_sendqueue)
if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
m_updateTimer.Stop();
}
}
private void SaveAppearance(UUID agentid)
{
// We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
// in a culture where decimal points are commas and then reloaded in a culture which just treats them as
// number seperators.
Culture.SetCurrentCulture();
ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null)
{
// This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
return;
}
// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
// This could take awhile since it needs to pull inventory
// We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
// assets and item asset id changes to complete.
// I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
// multiple save requests.
SetAppearanceAssets(sp.UUID, sp.Appearance);
// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
// foreach (AvatarAttachment att in attachments)
// {
// m_log.DebugFormat(
// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
// sp.Name, att.ItemID, att.AttachPoint);
// }
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
// Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes).
m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
}
private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
{
IInventoryService invService = m_scene.InventoryService;
bool resetwearable = false;
if (invService.GetRootFolder(userID) != null)
{
for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
{
for (int j = 0; j < appearance.Wearables[i].Count; j++)
{
// Check if the default wearables are not set
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
{
switch ((WearableType) i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
resetwearable = true;
m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
resetwearable = true;
break;
}
continue;
}
// Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
{
switch ((WearableType)i)
{
case WearableType.Eyes:
case WearableType.Hair:
case WearableType.Shape:
case WearableType.Skin:
//case WearableType.Underpants:
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
resetwearable = true;
break;
}
continue;
}
InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
baseItem = invService.GetItem(baseItem);
if (baseItem != null)
{
appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
int unmodifiedWearableIndexForClosure = i;
m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
delegate(string x, object y, AssetBase z)
{
if (z == null)
{
TryAndRepairBrokenWearable(
(WearableType)unmodifiedWearableIndexForClosure, invService,
userID, appearance);
}
});
}
else
{
m_log.ErrorFormat(
"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
appearance.Wearables[i][j].ItemID, (WearableType)i);
TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
resetwearable = true;
}
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int) WearableType.Eyes] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Shape] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Shape][0].ItemID,
appearance.Wearables[(int)WearableType.Shape][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Hair] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Hair][0].ItemID,
appearance.Wearables[(int)WearableType.Hair][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
resetwearable = true;
}
}
// I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
if (appearance.Wearables[(int)WearableType.Skin] == null)
{
m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
else
{
if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
{
m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
appearance.Wearables[(int)WearableType.Skin][0].ItemID,
appearance.Wearables[(int)WearableType.Skin][0].AssetID);
TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
resetwearable = true;
}
}
if (resetwearable)
{
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
presence.Appearance.Serial++);
}
}
}
else
{
m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
}
}
private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
{
UUID defaultwearable = GetDefaultItem(type);
if (defaultwearable != UUID.Zero)
{
UUID newInvItem = UUID.Random();
InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
{
AssetID =
defaultwearable,
AssetType
=
(int)
AssetType
.Bodypart,
CreatorId
=
userID
.ToString
(),
//InvType = (int)InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.Bodypart)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
UUID LinkInvItem = UUID.Random();
itembase = new InventoryItemBase(LinkInvItem, userID)
{
AssetID =
newInvItem,
AssetType
=
(int)
AssetType
.Link,
CreatorId
=
userID
.ToString
(),
InvType = (int) InventoryType.Wearable,
Description
=
"Failed Wearable Replacement",
Folder =
invService
.GetFolderForType
(userID,
AssetType
.CurrentOutfitFolder)
.ID,
Flags = (uint) type,
Name = Enum.GetName(typeof (WearableType), type),
BasePermissions = (uint) PermissionMask.Copy,
CurrentPermissions = (uint) PermissionMask.Copy,
EveryOnePermissions = (uint) PermissionMask.Copy,
GroupPermissions = (uint) PermissionMask.Copy,
NextPermissions = (uint) PermissionMask.Copy
};
invService.AddItem(itembase);
appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(userID, out presence))
{
m_scene.SendInventoryUpdate(presence.ControllingClient,
invService.GetFolderForType(userID,
AssetType
.CurrentOutfitFolder),
false, true);
}
}
}
private UUID GetDefaultItem(WearableType wearable)
{
// These are ruth
UUID ret = UUID.Zero;
switch (wearable)
{
case WearableType.Eyes:
ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
break;
case WearableType.Hair:
ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
break;
case WearableType.Pants:
ret = new UUID("00000000-38f9-1111-024e-222222111120");
break;
case WearableType.Shape:
ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
break;
case WearableType.Shirt:
ret = new UUID("00000000-38f9-1111-024e-222222111110");
break;
case WearableType.Skin:
ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
break;
case WearableType.Undershirt:
ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
break;
case WearableType.Underpants:
ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
break;
}
return ret;
}
#endregion
#region Client Event Handlers
/// <summary>
/// Tell the client for this scene presence what items it should be wearing now
/// </summary>
/// <param name="client"></param>
private void Client_OnRequestWearables(IClientAPI client)
{
Util.FireAndForget(delegate(object x)
{
Thread.Sleep(4000);
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp != null)
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
});
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings) received from a client
/// </summary>
/// <param name="client"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp != null)
SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
else
m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
}
/// <summary>
/// Update what the avatar is wearing using an item from their inventory.
/// </summary>
/// <param name="client"></param>
/// <param name="e"></param>
private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing unable to find presence for {0}", client.AgentId);
return;
}
// we need to clean out the existing textures
sp.Appearance.ResetAppearance();
// operate on a copy of the appearance so we don't have to lock anything yet
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < AvatarWearable.MAX_WEARABLES)
avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
}
avatAppearance.GetAssetsFrom(sp.Appearance);
lock (m_setAppearanceLock)
{
// Update only those fields that we have changed. This is important because the viewer
// often sends AvatarIsWearing and SetAppearance packets at once, and AvatarIsWearing
// shouldn't overwrite the changes made in SetAppearance.
sp.Appearance.Wearables = avatAppearance.Wearables;
sp.Appearance.Texture = avatAppearance.Texture;
// We don't need to send the appearance here since the "iswearing" will trigger a new set
// of visual param and baked texture changes. When those complete, the new appearance will be sent
QueueAppearanceSave(client.AgentId);
}
}
/// <summary>
/// Respond to the cached textures request from the client
/// </summary>
/// <param name="client"></param>
/// <param name="serial"></param>
/// <param name="cachedTextureRequest"></param>
private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
foreach (CachedTextureRequestArg request in cachedTextureRequest)
{
UUID texture = UUID.Zero;
int index = request.BakedTextureIndex;
if (m_reusetextures)
{
// this is the most insanely dumb way to do this... however it seems to
// actually work. if the appearance has been reset because wearables have
// changed then the texture entries are zero'd out until the bakes are
// uploaded. on login, if the textures exist in the cache (eg if you logged
// into the simulator recently, then the appearance will pull those and send
// them back in the packet and you won't have to rebake. if the textures aren't
// in the cache then the intial makeroot() call in scenepresence will zero
// them out.
//
// a better solution (though how much better is an open question) is to
// store the hashes in the appearance and compare them. Thats's coming.
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
if (face != null)
texture = face.TextureID;
// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
}
CachedTextureResponseArg response = new CachedTextureResponseArg();
response.BakedTextureIndex = index;
response.BakedTextureID = texture;
response.HostName = null;
cachedTextureResponse.Add(response);
}
// m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
// The serial number appears to be used to match requests and responses
// in the texture transaction. We just send back the serial number
// that was provided in the request. The viewer bumps this for us.
client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
}
#endregion
public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
{
outputAction("For {0} in {1}", sp.Name, m_scene.RegionInfo.RegionName);
outputAction(BAKED_TEXTURES_REPORT_FORMAT, "Bake Type", "UUID");
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp.UUID);
foreach (BakeType bt in bakedTextures.Keys)
{
string rawTextureID;
if (bakedTextures[bt] == null)
{
rawTextureID = "not set";
}
else
{
rawTextureID = bakedTextures[bt].TextureID.ToString();
if (m_scene.AssetService.Get(rawTextureID) == null)
rawTextureID += " (not found)";
else
rawTextureID += " (uploaded)";
}
outputAction(BAKED_TEXTURES_REPORT_FORMAT, bt, rawTextureID);
}
bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete");
}
}
}
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