add cache for not existing textures
parent
6ac1e6eaf9
commit
789d658f4a
|
@ -22,6 +22,8 @@ namespace OpenSim.Modules.TextureFetcher
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
Scene m_scene = null;
|
Scene m_scene = null;
|
||||||
|
|
||||||
|
List<UUID> m_textureBlackList = new List<UUID>();
|
||||||
|
|
||||||
public string Name
|
public string Name
|
||||||
{
|
{
|
||||||
get { return "TextureFetcher"; }
|
get { return "TextureFetcher"; }
|
||||||
|
@ -74,7 +76,7 @@ namespace OpenSim.Modules.TextureFetcher
|
||||||
|
|
||||||
private void AddObject(SceneObjectGroup obj)
|
private void AddObject(SceneObjectGroup obj)
|
||||||
{
|
{
|
||||||
foreach(SceneObjectPart _part in obj.Parts)
|
foreach (SceneObjectPart _part in obj.Parts)
|
||||||
copyTexturesToInventory(_part);
|
copyTexturesToInventory(_part);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -132,6 +134,8 @@ namespace OpenSim.Modules.TextureFetcher
|
||||||
for(uint i = 0; i < allSides; i++)
|
for(uint i = 0; i < allSides; i++)
|
||||||
{
|
{
|
||||||
TextureEntryFace face = textures.GetFace(i);
|
TextureEntryFace face = textures.GetFace(i);
|
||||||
|
|
||||||
|
if(!m_textureBlackList.Contains(face.TextureID))
|
||||||
allTextures.Add(face.TextureID);
|
allTextures.Add(face.TextureID);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -143,7 +147,10 @@ namespace OpenSim.Modules.TextureFetcher
|
||||||
bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs);
|
bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs);
|
||||||
for (int i = 0; i < existing.Length; i++)
|
for (int i = 0; i < existing.Length; i++)
|
||||||
if (existing[i] == false)
|
if (existing[i] == false)
|
||||||
|
{
|
||||||
|
m_textureBlackList.Add(allTextures[i]);
|
||||||
allTextures[i] = UUID.Zero;
|
allTextures[i] = UUID.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
//Convert texture uuid list to inventar items.
|
//Convert texture uuid list to inventar items.
|
||||||
foreach (UUID texture in allTextures)
|
foreach (UUID texture in allTextures)
|
||||||
|
|
Loading…
Reference in New Issue