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@@ -28,15 +28,15 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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+using log4net;
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using Nini.Config;
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+using OpenMetaverse;
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using OpenSim.Data;
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+using OpenSim.Framework;
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using OpenSim.Services.Interfaces;
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using OpenSim.Framework.Console;
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using GridRegion = OpenSim.Services.Interfaces.GridRegion;
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-using OpenMetaverse;
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-using log4net;
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-
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namespace OpenSim.Services.UserAccountService
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{
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public class UserAccountService : UserAccountServiceBase, IUserAccountService
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@@ -44,10 +44,16 @@ namespace OpenSim.Services.UserAccountService
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static UserAccountService m_RootInstance;
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+ /// <summary>
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+ /// Should we create default entries (minimum body parts/clothing, avatar wearable entries) for a new avatar?
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+ /// </summary>
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+ private bool m_CreateDefaultAvatarEntries;
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+
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protected IGridService m_GridService;
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protected IAuthenticationService m_AuthenticationService;
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protected IGridUserService m_GridUserService;
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protected IInventoryService m_InventoryService;
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+ protected IAvatarService m_AvatarService;
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public UserAccountService(IConfigSource config)
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: base(config)
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@@ -77,6 +83,12 @@ namespace OpenSim.Services.UserAccountService
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if (invServiceDll != string.Empty)
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m_InventoryService = LoadPlugin<IInventoryService>(invServiceDll, new Object[] { config });
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+ string avatarServiceDll = userConfig.GetString("AvatarService", string.Empty);
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+ if (avatarServiceDll != string.Empty)
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+ m_AvatarService = LoadPlugin<IAvatarService>(avatarServiceDll, new Object[] { config });
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+
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+ m_CreateDefaultAvatarEntries = userConfig.GetBoolean("CreateDefaultAvatarEntries", false);
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+
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if (MainConsole.Instance != null)
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{
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MainConsole.Instance.Commands.AddCommand("UserService", false,
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@@ -102,9 +114,7 @@ namespace OpenSim.Services.UserAccountService
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"show account <first> <last>",
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"Show account details for the given user", HandleShowAccount);
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}
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-
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}
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-
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}
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#region IUserAccountService
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@@ -493,12 +503,20 @@ namespace OpenSim.Services.UserAccountService
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{
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success = m_InventoryService.CreateUserInventory(account.PrincipalID);
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if (!success)
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+ {
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m_log.WarnFormat("[USER ACCOUNT SERVICE]: Unable to create inventory for account {0} {1}.",
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firstName, lastName);
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+ }
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+ else if (m_CreateDefaultAvatarEntries)
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+ {
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+ CreateDefaultAppearanceEntries(account.PrincipalID);
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+ }
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}
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m_log.InfoFormat("[USER ACCOUNT SERVICE]: Account {0} {1} created successfully", firstName, lastName);
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- } else {
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+ }
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+ else
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+ {
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m_log.ErrorFormat("[USER ACCOUNT SERVICE]: Account creation failed for account {0} {1}", firstName, lastName);
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}
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}
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@@ -507,5 +525,125 @@ namespace OpenSim.Services.UserAccountService
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m_log.ErrorFormat("[USER ACCOUNT SERVICE]: A user with the name {0} {1} already exists!", firstName, lastName);
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}
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}
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+
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+ private void CreateDefaultAppearanceEntries(UUID principalID)
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+ {
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+ m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID);
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+
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+ InventoryFolderBase bodyPartsFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Bodypart);
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+
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+ InventoryItemBase eyes = new InventoryItemBase(UUID.Random(), principalID);
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+ eyes.AssetID = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
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+ eyes.Name = "Default Eyes";
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+ eyes.CreatorId = principalID.ToString();
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+ eyes.AssetType = (int)AssetType.Bodypart;
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+ eyes.InvType = (int)InventoryType.Wearable;
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+ eyes.Folder = bodyPartsFolder.ID;
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+ eyes.BasePermissions = (uint)PermissionMask.All;
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+ eyes.CurrentPermissions = (uint)PermissionMask.All;
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+ eyes.EveryOnePermissions = (uint)PermissionMask.All;
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+ eyes.GroupPermissions = (uint)PermissionMask.All;
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+ eyes.NextPermissions = (uint)PermissionMask.All;
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+ eyes.Flags = (uint)WearableType.Eyes;
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+ m_InventoryService.AddItem(eyes);
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+
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+ InventoryItemBase shape = new InventoryItemBase(UUID.Random(), principalID);
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+ shape.AssetID = AvatarWearable.DEFAULT_BODY_ASSET;
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+ shape.Name = "Default Shape";
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+ shape.CreatorId = principalID.ToString();
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+ shape.AssetType = (int)AssetType.Bodypart;
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+ shape.InvType = (int)InventoryType.Wearable;
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+ shape.Folder = bodyPartsFolder.ID;
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+ shape.BasePermissions = (uint)PermissionMask.All;
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+ shape.CurrentPermissions = (uint)PermissionMask.All;
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+ shape.EveryOnePermissions = (uint)PermissionMask.All;
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+ shape.GroupPermissions = (uint)PermissionMask.All;
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+ shape.NextPermissions = (uint)PermissionMask.All;
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+ shape.Flags = (uint)WearableType.Shape;
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+ m_InventoryService.AddItem(shape);
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+
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+ InventoryItemBase skin = new InventoryItemBase(UUID.Random(), principalID);
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+ skin.AssetID = AvatarWearable.DEFAULT_SKIN_ASSET;
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+ skin.Name = "Default Skin";
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+ skin.CreatorId = principalID.ToString();
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+ skin.AssetType = (int)AssetType.Bodypart;
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+ skin.InvType = (int)InventoryType.Wearable;
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+ skin.Folder = bodyPartsFolder.ID;
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+ skin.BasePermissions = (uint)PermissionMask.All;
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+ skin.CurrentPermissions = (uint)PermissionMask.All;
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+ skin.EveryOnePermissions = (uint)PermissionMask.All;
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+ skin.GroupPermissions = (uint)PermissionMask.All;
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+ skin.NextPermissions = (uint)PermissionMask.All;
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+ skin.Flags = (uint)WearableType.Skin;
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+ m_InventoryService.AddItem(skin);
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+
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+ InventoryItemBase hair = new InventoryItemBase(UUID.Random(), principalID);
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+ hair.AssetID = AvatarWearable.DEFAULT_HAIR_ASSET;
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+ hair.Name = "Default Hair";
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+ hair.CreatorId = principalID.ToString();
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+ hair.AssetType = (int)AssetType.Bodypart;
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+ hair.InvType = (int)InventoryType.Wearable;
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+ hair.Folder = bodyPartsFolder.ID;
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+ hair.BasePermissions = (uint)PermissionMask.All;
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+ hair.CurrentPermissions = (uint)PermissionMask.All;
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+ hair.EveryOnePermissions = (uint)PermissionMask.All;
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+ hair.GroupPermissions = (uint)PermissionMask.All;
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+ hair.NextPermissions = (uint)PermissionMask.All;
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+ hair.Flags = (uint)WearableType.Hair;
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+ m_InventoryService.AddItem(hair);
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+
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+ InventoryFolderBase clothingFolder = m_InventoryService.GetFolderForType(principalID, AssetType.Clothing);
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+
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+ InventoryItemBase shirt = new InventoryItemBase(UUID.Random(), principalID);
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+ shirt.AssetID = AvatarWearable.DEFAULT_SHIRT_ASSET;
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+ shirt.Name = "Default Shirt";
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+ shirt.CreatorId = principalID.ToString();
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+ shirt.AssetType = (int)AssetType.Clothing;
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+ shirt.InvType = (int)InventoryType.Wearable;
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+ shirt.Folder = clothingFolder.ID;
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+ shirt.BasePermissions = (uint)PermissionMask.All;
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+ shirt.CurrentPermissions = (uint)PermissionMask.All;
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+ shirt.EveryOnePermissions = (uint)PermissionMask.All;
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+ shirt.GroupPermissions = (uint)PermissionMask.All;
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+ shirt.NextPermissions = (uint)PermissionMask.All;
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+ shirt.Flags = (uint)WearableType.Shirt;
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+ m_InventoryService.AddItem(shirt);
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+
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+ InventoryItemBase pants = new InventoryItemBase(UUID.Random(), principalID);
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+ pants.AssetID = AvatarWearable.DEFAULT_PANTS_ASSET;
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+ pants.Name = "Default Pants";
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+ pants.CreatorId = principalID.ToString();
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+ pants.AssetType = (int)AssetType.Clothing;
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+ pants.InvType = (int)InventoryType.Wearable;
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+ pants.Folder = clothingFolder.ID;
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+ pants.BasePermissions = (uint)PermissionMask.All;
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+ pants.CurrentPermissions = (uint)PermissionMask.All;
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+ pants.EveryOnePermissions = (uint)PermissionMask.All;
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+ pants.GroupPermissions = (uint)PermissionMask.All;
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+ pants.NextPermissions = (uint)PermissionMask.All;
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+ pants.Flags = (uint)WearableType.Pants;
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+ m_InventoryService.AddItem(pants);
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+
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+ if (m_AvatarService != null)
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+ {
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+ m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default avatar entries for {0}", principalID);
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+
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+ AvatarWearable[] wearables = new AvatarWearable[6];
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+ wearables[AvatarWearable.EYES] = new AvatarWearable(eyes.ID, eyes.AssetID);
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+ wearables[AvatarWearable.BODY] = new AvatarWearable(shape.ID, shape.AssetID);
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+ wearables[AvatarWearable.SKIN] = new AvatarWearable(skin.ID, skin.AssetID);
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+ wearables[AvatarWearable.HAIR] = new AvatarWearable(hair.ID, hair.AssetID);
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+ wearables[AvatarWearable.SHIRT] = new AvatarWearable(shirt.ID, shirt.AssetID);
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+ wearables[AvatarWearable.PANTS] = new AvatarWearable(pants.ID, pants.AssetID);
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+
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+ AvatarAppearance ap = new AvatarAppearance();
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+ for (int i = 0; i < 6; i++)
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+ {
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+ ap.SetWearable(i, wearables[i]);
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+ }
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+
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+ m_AvatarService.SetAppearance(principalID, ap);
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+ }
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+ }
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}
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-}
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+}
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