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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 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.Threading;
- using libsecondlife;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- using OpenSim.Framework.Data;
- using TribalMedia.Framework.Data;
- namespace OpenSim.Region.Environment.Modules
- {
- public class AvatarFactoryModule : IAvatarFactory
- {
- private Scene m_scene = null;
- private readonly Dictionary<LLUUID, AvatarAppearance> m_avatarsAppearance = new Dictionary<LLUUID, AvatarAppearance>();
- private bool m_enablePersist = false;
- private string m_connectionString;
- private bool m_configured = false;
- private BaseDatabaseConnector m_databaseMapper;
- private AppearanceTableMapper m_appearanceMapper;
- private Dictionary<LLUUID, EventWaitHandle> m_fetchesInProgress = new Dictionary<LLUUID, EventWaitHandle>();
- private object m_syncLock = new object();
- public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
- {
- //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
- {
- Thread.Sleep(5000);
- //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.TextureEntry = AvatarAppearance.GetDefaultTextureEntry();
- 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<IAvatarFactory>(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);
- m_connectionString = source.Configs["Startup"].GetString("appearance_connection_string", "");
- }
- catch (Exception)
- {
- }
- if (m_enablePersist)
- {
- m_databaseMapper = new MySQLDatabaseMapper(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;
- CachedUserInfo profile = m_scene.CommsManager.UserProfileCacheService.GetUserDetails(clientView.AgentId);
- if (profile != null)
- {
- if (profile.RootFolder != null)
- {
- if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
- {
- AvatarAppearance avatAppearance = null;
- lock (m_avatarsAppearance)
- {
- avatAppearance = m_avatarsAppearance[clientView.AgentId];
- }
- 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;
- UpdateDatabase(clientView.AgentId, avatAppearance);
- }
- else
- {
- LLUUID assetId;
- InventoryItemBase baseItem = profile.RootFolder.HasItem(wear.ItemID);
- if (baseItem != null)
- {
- assetId = baseItem.assetID;
- avatAppearance.Wearables[wear.Type].AssetID = assetId;
- avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
- UpdateDatabase(clientView.AgentId, avatAppearance);
- }
- }
- }
- }
- }
- }
- }
- }
- 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;
- }
- }
- }
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