From 0634c3850563fc38a4026f70a7bfd64a05198fa3 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 4 Jan 2012 22:22:46 +0000 Subject: [PATCH] Separate out rebake request code from cache validation code AvatarFactoryModule. This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command). --- .../AvatarFactory/AvatarFactoryModule.cs | 72 +++++++++++-------- .../Interfaces/IAvatarFactoryModule.cs | 22 ++++++ 2 files changed, 63 insertions(+), 31 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index e8aee3eafe..d64a0c170c 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -156,7 +156,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; // WriteBakedTexturesReport(sp, m_log.DebugFormat); - ValidateBakedTextureCache(sp, false); + if (!ValidateBakedTextureCache(sp)) + RequestRebake(sp, true); // 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 @@ -250,15 +251,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return true; } - /// - /// Check for the existence of the baked texture assets. - /// - /// - public bool ValidateBakedTextureCache(IScenePresence sp) - { - return ValidateBakedTextureCache(sp, true); - } - /// /// Queue up a request to send appearance. /// @@ -292,17 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory } } - #endregion - - #region AvatarFactoryModule private methods - - /// - /// Check for the existence of the baked texture assets. Request a rebake - /// unless checkonly is true. - /// - /// - /// - private bool ValidateBakedTextureCache(IScenePresence sp, bool checkonly) + public bool ValidateBakedTextureCache(IScenePresence sp) { bool defonly = true; // are we only using default textures @@ -330,16 +312,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory defonly = false; // found a non-default texture reference if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) - { - if (checkonly) - return false; - - m_log.DebugFormat( - "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", - face.TextureID, idx, sp.Name); - - sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); - } + return false; } m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", sp.UUID); @@ -348,6 +321,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return (defonly ? false : true); } + public void RequestRebake(IScenePresence sp, bool missingTexturesOnly) + { + 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 && m_scene.AssetService.Get(face.TextureID.ToString()) != null) + continue; + else + m_log.DebugFormat( + "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.", + face.TextureID, idx, sp.Name); + + sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID); + } + } + + #endregion + + #region AvatarFactoryModule private methods + private Dictionary GetBakedTextureFaces(ScenePresence sp) { if (sp.IsChildAgent) diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs index 8670229e8b..04df9c3723 100644 --- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs @@ -61,7 +61,29 @@ namespace OpenSim.Region.Framework.Interfaces /// true if a valid agent was found, false otherwise bool SaveBakedTextures(UUID agentId); + /// + /// Validate that OpenSim can find the baked textures need to display a given avatar + /// + /// + /// + /// + /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise. + /// bool ValidateBakedTextureCache(IScenePresence sp); + + /// + /// Request a rebake of textures for an avatar. + /// + /// + /// This will send the request to the viewer, since it's there that the rebake is done. + /// + /// Avatar to rebake. + /// + /// If true, only request a rebake for the textures that are missing. + /// If false then we request a rebake of all textures for which we already have references. + /// + void RequestRebake(IScenePresence sp, bool missingTexturesOnly); + void QueueAppearanceSend(UUID agentid); void QueueAppearanceSave(UUID agentid);