Merge branch 'master' into bulletsim
commit
17dab7245f
|
@ -136,7 +136,6 @@ namespace OpenSim.Region.ClientStack.Linden
|
|||
TaskScriptUpdatedCall = m_Scene.CapsUpdateTaskInventoryScriptAsset;
|
||||
CAPSFetchInventoryDescendents = m_Scene.HandleFetchInventoryDescendentsCAPS;
|
||||
GetClient = m_Scene.SceneContents.GetControllingClient;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -257,20 +257,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
return true;
|
||||
}
|
||||
|
||||
public bool SaveBakedTextures(UUID agentId)
|
||||
public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
|
||||
{
|
||||
ScenePresence sp = m_scene.GetScenePresence(agentId);
|
||||
|
||||
if (sp == null || sp.IsChildAgent)
|
||||
return false;
|
||||
if (sp == null)
|
||||
return new Dictionary<BakeType, Primitive.TextureEntryFace>();
|
||||
|
||||
return GetBakedTextureFaces(sp);
|
||||
}
|
||||
|
||||
private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
|
||||
{
|
||||
if (sp.IsChildAgent)
|
||||
return new Dictionary<BakeType, Primitive.TextureEntryFace>();
|
||||
|
||||
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
|
||||
= new Dictionary<BakeType, Primitive.TextureEntryFace>();
|
||||
|
||||
AvatarAppearance appearance = sp.Appearance;
|
||||
Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
|
||||
sp.Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
foreach (int i in Enum.GetValues(typeof(BakeType)))
|
||||
{
|
||||
BakeType bakeType = (BakeType)i;
|
||||
|
@ -283,7 +290,31 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
|
||||
|
||||
int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
|
||||
Primitive.TextureEntryFace bakedTextureFace = faceTextures[ftIndex];
|
||||
bakedTextures[bakeType] = faceTextures[ftIndex];
|
||||
}
|
||||
|
||||
return bakedTextures;
|
||||
}
|
||||
|
||||
public bool SaveBakedTextures(UUID agentId)
|
||||
{
|
||||
ScenePresence sp = m_scene.GetScenePresence(agentId);
|
||||
|
||||
if (sp == null)
|
||||
return false;
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
|
||||
sp.Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);
|
||||
|
||||
if (bakedTextures.Count == 0)
|
||||
return false;
|
||||
|
||||
foreach (BakeType bakeType in bakedTextures.Keys)
|
||||
{
|
||||
Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
|
||||
|
||||
if (bakedTextureFace == null)
|
||||
{
|
||||
|
@ -299,6 +330,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
if (asset != null)
|
||||
{
|
||||
asset.Temporary = false;
|
||||
asset.Local = false;
|
||||
m_scene.AssetService.Store(asset);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -26,9 +26,12 @@
|
|||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.CoreModules.Asset;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
@ -65,5 +68,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// TODO: Check baked texture
|
||||
Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSaveBakedTextures()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// log4net.Config.XmlConfigurator.Configure();
|
||||
|
||||
UUID userId = TestHelpers.ParseTail(0x1);
|
||||
UUID eyesTextureId = TestHelpers.ParseTail(0x2);
|
||||
|
||||
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
|
||||
// to the AssetService, which will then store temporary and local assets permanently
|
||||
CoreAssetCache assetCache = new CoreAssetCache();
|
||||
|
||||
AvatarFactoryModule afm = new AvatarFactoryModule();
|
||||
TestScene scene = SceneHelpers.SetupScene(assetCache);
|
||||
SceneHelpers.SetupSceneModules(scene, afm);
|
||||
IClientAPI tc = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
|
||||
|
||||
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
|
||||
AssetBase uploadedAsset;
|
||||
uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
|
||||
uploadedAsset.Data = new byte[] { 2 };
|
||||
uploadedAsset.Temporary = true;
|
||||
uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
|
||||
scene.AssetService.Store(uploadedAsset);
|
||||
|
||||
byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
|
||||
for (byte i = 0; i < visualParams.Length; i++)
|
||||
visualParams[i] = i;
|
||||
|
||||
Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
|
||||
uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
|
||||
Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
|
||||
eyesFace.TextureID = eyesTextureId;
|
||||
|
||||
afm.SetAppearanceFromClient(tc, bakedTextureEntry, visualParams);
|
||||
afm.SaveBakedTextures(userId);
|
||||
// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
|
||||
|
||||
// We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
|
||||
assetCache.Clear();
|
||||
|
||||
AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
|
||||
Assert.That(eyesBake, Is.Not.Null);
|
||||
Assert.That(eyesBake.Temporary, Is.False);
|
||||
Assert.That(eyesBake.Local, Is.False);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -129,15 +129,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
m_Cache = null;
|
||||
}
|
||||
|
||||
m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName);
|
||||
m_log.DebugFormat(
|
||||
"[LOCAL ASSET SERVICES CONNECTOR]: Enabled connector for region {0}", scene.RegionInfo.RegionName);
|
||||
|
||||
if (m_Cache != null)
|
||||
{
|
||||
m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}", scene.RegionInfo.RegionName);
|
||||
m_log.DebugFormat(
|
||||
"[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}",
|
||||
scene.RegionInfo.RegionName);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Short-circuit directly to storage layer
|
||||
// Short-circuit directly to storage layer. This ends up storing temporary and local assets.
|
||||
//
|
||||
scene.UnregisterModuleInterface<IAssetService>(this);
|
||||
scene.RegisterModuleInterface<IAssetService>(m_AssetService);
|
||||
|
@ -246,9 +249,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
|
|||
m_Cache.Cache(asset);
|
||||
|
||||
if (asset.Temporary || asset.Local)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[LOCAL ASSET SERVICE CONNECTOR]: Returning asset {0} {1} without querying database since status Temporary = {2}, Local = {3}",
|
||||
// asset.Name, asset.ID, asset.Temporary, asset.Local);
|
||||
|
||||
return asset.ID;
|
||||
|
||||
return m_AssetService.Store(asset);
|
||||
}
|
||||
else
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[LOCAL ASSET SERVICE CONNECTOR]: Passing {0} {1} on to asset service for storage, status Temporary = {2}, Local = {3}",
|
||||
// asset.Name, asset.ID, asset.Temporary, asset.Local);
|
||||
|
||||
return m_AssetService.Store(asset);
|
||||
}
|
||||
}
|
||||
|
||||
public bool UpdateContent(string id, byte[] data)
|
||||
|
|
|
@ -25,6 +25,7 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
|
||||
|
@ -39,7 +40,23 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <returns></returns>
|
||||
bool SendAppearance(UUID agentId);
|
||||
|
||||
/// <summary>
|
||||
/// Return the baked texture ids of the given agent.
|
||||
/// </summary>
|
||||
/// <param name="agentId"></param>
|
||||
/// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
|
||||
Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
|
||||
|
||||
/// <summary>
|
||||
/// Save the baked textures for the given agent permanently in the asset database.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is used to preserve apperance textures for NPCs
|
||||
/// </remarks>
|
||||
/// <param name="agentId"></param>
|
||||
/// <returns>true if a valid agent was found, false otherwise</returns>
|
||||
bool SaveBakedTextures(UUID agentId);
|
||||
|
||||
bool ValidateBakedTextureCache(IClientAPI client);
|
||||
void QueueAppearanceSend(UUID agentid);
|
||||
void QueueAppearanceSave(UUID agentid);
|
||||
|
|
|
@ -1695,9 +1695,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </param>
|
||||
public void MoveToTarget(Vector3 pos, bool noFly)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
|
||||
// Name, pos, m_scene.RegionInfo.RegionName);
|
||||
m_log.DebugFormat(
|
||||
"[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
|
||||
Name, pos, m_scene.RegionInfo.RegionName);
|
||||
|
||||
if (pos.X < 0 || pos.X >= Constants.RegionSize
|
||||
|| pos.Y < 0 || pos.Y >= Constants.RegionSize
|
||||
|
|
|
@ -83,7 +83,7 @@ namespace OpenSim.Services.AssetService
|
|||
|
||||
if (assetLoaderEnabled)
|
||||
{
|
||||
m_log.InfoFormat("[ASSET]: Loading default asset set from {0}", loaderArgs);
|
||||
m_log.DebugFormat("[ASSET]: Loading default asset set from {0}", loaderArgs);
|
||||
|
||||
m_AssetLoader.ForEachDefaultXmlAsset(
|
||||
loaderArgs,
|
||||
|
@ -100,7 +100,7 @@ namespace OpenSim.Services.AssetService
|
|||
});
|
||||
}
|
||||
|
||||
m_log.Info("[ASSET SERVICE]: Local asset service enabled");
|
||||
m_log.Debug("[ASSET SERVICE]: Local asset service enabled");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -180,6 +180,11 @@ namespace OpenSim.Services.AssetService
|
|||
// "[ASSET SERVICE]: Storing asset {0} {1}, bytes {2}", asset.Name, asset.FullID, asset.Data.Length);
|
||||
m_Database.StoreAsset(asset);
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// m_log.DebugFormat(
|
||||
// "[ASSET SERVICE]: Not storing asset {0} {1}, bytes {2} as it already exists", asset.Name, asset.FullID, asset.Data.Length);
|
||||
// }
|
||||
|
||||
return asset.ID;
|
||||
}
|
||||
|
|
|
@ -40,6 +40,7 @@ using OpenSim.Region.Framework;
|
|||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.CoreModules.Avatar.Gods;
|
||||
using OpenSim.Region.CoreModules.Asset;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Authentication;
|
||||
using OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory;
|
||||
|
@ -56,6 +57,11 @@ namespace OpenSim.Tests.Common
|
|||
/// </summary>
|
||||
public class SceneHelpers
|
||||
{
|
||||
public static TestScene SetupScene()
|
||||
{
|
||||
return SetupScene(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set up a test scene
|
||||
/// </summary>
|
||||
|
@ -63,9 +69,14 @@ namespace OpenSim.Tests.Common
|
|||
/// Automatically starts service threads, as would the normal runtime.
|
||||
/// </remarks>
|
||||
/// <returns></returns>
|
||||
public static TestScene SetupScene()
|
||||
public static TestScene SetupScene(CoreAssetCache cache)
|
||||
{
|
||||
return SetupScene("Unit test region", UUID.Random(), 1000, 1000);
|
||||
return SetupScene("Unit test region", UUID.Random(), 1000, 1000, cache);
|
||||
}
|
||||
|
||||
public static TestScene SetupScene(string name, UUID id, uint x, uint y)
|
||||
{
|
||||
return SetupScene(name, id, x, y, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -78,7 +89,7 @@ namespace OpenSim.Tests.Common
|
|||
/// <param name="y">Y co-ordinate of the region</param>
|
||||
/// <param name="cm">This should be the same if simulating two scenes within a standalone</param>
|
||||
/// <returns></returns>
|
||||
public static TestScene SetupScene(string name, UUID id, uint x, uint y)
|
||||
public static TestScene SetupScene(string name, UUID id, uint x, uint y, CoreAssetCache cache)
|
||||
{
|
||||
Console.WriteLine("Setting up test scene {0}", name);
|
||||
|
||||
|
@ -103,7 +114,7 @@ namespace OpenSim.Tests.Common
|
|||
godsModule.Initialise(testScene, new IniConfigSource());
|
||||
testScene.AddModule(godsModule.Name, godsModule);
|
||||
|
||||
LocalAssetServicesConnector assetService = StartAssetService(testScene);
|
||||
LocalAssetServicesConnector assetService = StartAssetService(testScene, cache);
|
||||
StartAuthenticationService(testScene);
|
||||
LocalInventoryServicesConnector inventoryService = StartInventoryService(testScene);
|
||||
StartGridService(testScene);
|
||||
|
@ -132,7 +143,7 @@ namespace OpenSim.Tests.Common
|
|||
return testScene;
|
||||
}
|
||||
|
||||
private static LocalAssetServicesConnector StartAssetService(Scene testScene)
|
||||
private static LocalAssetServicesConnector StartAssetService(Scene testScene, CoreAssetCache cache)
|
||||
{
|
||||
LocalAssetServicesConnector assetService = new LocalAssetServicesConnector();
|
||||
IConfigSource config = new IniConfigSource();
|
||||
|
@ -145,6 +156,20 @@ namespace OpenSim.Tests.Common
|
|||
|
||||
assetService.Initialise(config);
|
||||
assetService.AddRegion(testScene);
|
||||
|
||||
if (cache != null)
|
||||
{
|
||||
IConfigSource cacheConfig = new IniConfigSource();
|
||||
cacheConfig.AddConfig("Modules");
|
||||
cacheConfig.Configs["Modules"].Set("AssetCaching", "CoreAssetCache");
|
||||
cacheConfig.AddConfig("AssetCache");
|
||||
|
||||
cache.Initialise(cacheConfig);
|
||||
cache.AddRegion(testScene);
|
||||
cache.RegionLoaded(testScene);
|
||||
testScene.AddRegionModule(cache.Name, cache);
|
||||
}
|
||||
|
||||
assetService.RegionLoaded(testScene);
|
||||
testScene.AddRegionModule(assetService.Name, assetService);
|
||||
|
||||
|
|
Loading…
Reference in New Issue