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