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).iar_mods
parent
7e6c84c334
commit
0634c38505
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@ -156,7 +156,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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ValidateBakedTextureCache(sp, false);
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if (!ValidateBakedTextureCache(sp))
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RequestRebake(sp, true);
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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@ -250,15 +251,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return true;
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}
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/// <summary>
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/// Check for the existence of the baked texture assets.
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/// </summary>
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/// <param name="sp"></param>
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public bool ValidateBakedTextureCache(IScenePresence sp)
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{
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return ValidateBakedTextureCache(sp, true);
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}
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/// <summary>
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/// Queue up a request to send appearance.
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/// </summary>
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@ -292,17 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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#endregion
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#region AvatarFactoryModule private methods
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// unless checkonly is true.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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private bool ValidateBakedTextureCache(IScenePresence sp, bool checkonly)
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public bool ValidateBakedTextureCache(IScenePresence sp)
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{
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bool defonly = true; // are we only using default textures
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@ -330,10 +312,40 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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defonly = false; // found a non-default texture reference
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if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
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{
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if (checkonly)
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return false;
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}
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", sp.UUID);
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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}
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public void RequestRebake(IScenePresence sp, bool missingTexturesOnly)
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{
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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// if there is no texture entry, skip it
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if (face == null)
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continue;
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// m_log.DebugFormat(
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// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
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// face.TextureID, idx, client.Name, client.AgentId);
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// if the texture is one of the "defaults" then skip it
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// this should probably be more intelligent (skirt texture doesnt matter
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// if the avatar isnt wearing a skirt) but if any of the main baked
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// textures is default then the rest should be as well
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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continue;
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if (missingTexturesOnly && m_scene.AssetService.Get(face.TextureID.ToString()) != null)
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continue;
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else
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m_log.DebugFormat(
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"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
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face.TextureID, idx, sp.Name);
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@ -342,11 +354,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", sp.UUID);
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#endregion
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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}
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#region AvatarFactoryModule private methods
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private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
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{
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@ -61,7 +61,29 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>true if a valid agent was found, false otherwise</returns>
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bool SaveBakedTextures(UUID agentId);
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/// <summary>
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/// Validate that OpenSim can find the baked textures need to display a given avatar
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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/// <returns>
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/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
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/// </returns>
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bool ValidateBakedTextureCache(IScenePresence sp);
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/// <summary>
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/// Request a rebake of textures for an avatar.
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/// </summary>
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/// <remarks>
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/// This will send the request to the viewer, since it's there that the rebake is done.
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/// </remarks>
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/// <param name="sp">Avatar to rebake.</param>
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/// <param name="missingTexturesOnly">
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/// If true, only request a rebake for the textures that are missing.
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/// If false then we request a rebake of all textures for which we already have references.
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/// </param>
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void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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