From 086bf9f15db05ca2be1cf0dda24f8ee7a368988d Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 9 Sep 2011 00:29:59 +0100 Subject: [PATCH] Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs. --- .../Handlers/GetTexture/GetTextureHandler.cs | 5 +-- OpenSim/Data/MySQL/MySQLSimulationData.cs | 1 - .../World/Estate/EstateManagementModule.cs | 5 +++ OpenSim/Region/Framework/Scenes/Scene.cs | 37 ++++++++++++++++++- 4 files changed, 43 insertions(+), 5 deletions(-) diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs index 105a1e028b..e1b4fe756b 100644 --- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs +++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs @@ -47,7 +47,6 @@ using Caps = OpenSim.Framework.Capabilities.Caps; namespace OpenSim.Capabilities.Handlers { - public class GetTextureHandler : BaseStreamHandler { private static readonly ILog m_log = @@ -67,7 +66,6 @@ namespace OpenSim.Capabilities.Handlers public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse) { - // Try to parse the texture ID from the request URL NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query); string textureStr = query.GetOne("texture_id"); @@ -85,6 +83,8 @@ namespace OpenSim.Capabilities.Handlers UUID textureID; if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID)) { +// m_log.DebugFormat("[GETTEXTURE]: Received request for texture id {0}", textureID); + string[] formats; if (format != null && format != string.Empty) { @@ -105,7 +105,6 @@ namespace OpenSim.Capabilities.Handlers if (FetchTexture(httpRequest, httpResponse, textureID, f)) break; } - } else { diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs index 96ecea6cb6..6d14b82075 100644 --- a/OpenSim/Data/MySQL/MySQLSimulationData.cs +++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs @@ -1209,7 +1209,6 @@ namespace OpenSim.Data.MySQL return prim; } - /// /// Build a prim inventory item from the persisted data. /// diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index d0605e3bc9..94c141793d 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -968,6 +968,11 @@ namespace OpenSim.Region.CoreModules.World.Estate args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); + remoteClient.SendRegionHandshake(Scene.RegionInfo,args); } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d3de37d361..f86b3b6a04 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -588,7 +588,42 @@ namespace OpenSim.Region.Framework.Scenes #region Region Settings // Load region settings - m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); + // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. + // However, in this case, the default textures are not set in memory properly, so we need to do it here and + // resave. + // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new + // region is set up and avoid these gyrations. + RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); + bool updatedTerrainTextures = false; + if (rs.TerrainTexture1 == UUID.Zero) + { + rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture2 == UUID.Zero) + { + rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture3 == UUID.Zero) + { + rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture4 == UUID.Zero) + { + rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; + updatedTerrainTextures = true; + } + + if (updatedTerrainTextures) + rs.Save(); + + m_regInfo.RegionSettings = rs; + if (estateDataService != null) m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);