Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
2c401b7359
|
@ -102,7 +102,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_currentPacket = 2;
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}
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while (sendMore && packetsSent < packetsToSend && m_currentPacket <= m_stopPacket)
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{
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sendMore = SendPacket(client);
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@ -114,17 +114,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return (m_currentPacket > m_stopPacket);
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}
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/// <summary>
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/// This is where we decide what we need to update
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/// and assign the real discardLevel and packetNumber
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/// assuming of course that the connected client might be bonkers
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/// </summary>
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public void RunUpdate()
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{
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//This is where we decide what we need to update
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//and assign the real discardLevel and packetNumber
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//assuming of course that the connected client might be bonkers
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if (!HasAsset)
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{
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if (!m_assetRequested)
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{
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m_assetRequested = true;
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// m_log.DebugFormat("[J2KIMAGE]: Requesting asset {0}", TextureID);
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AssetService.Get(TextureID.ToString(), this, AssetReceived);
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}
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}
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@ -137,6 +139,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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//Request decode
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m_decodeRequested = true;
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// m_log.DebugFormat("[J2KIMAGE]: Requesting decode of asset {0}", TextureID);
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// Do we have a jpeg decoder?
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if (J2KDecoder != null)
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{
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@ -149,7 +154,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Send it off to the jpeg decoder
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J2KDecoder.BeginDecode(TextureID, m_asset, J2KDecodedCallback);
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}
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}
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else
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{
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@ -328,14 +332,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (m_currentPacket == 0)
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return 0;
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if (m_currentPacket == 1)
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return FIRST_PACKET_SIZE;
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int result = FIRST_PACKET_SIZE + ((int)m_currentPacket - 2) * IMAGE_PACKET_SIZE;
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if (result < 0)
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{
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result = FIRST_PACKET_SIZE;
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}
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return result;
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}
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@ -374,7 +379,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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UUID assetID = UUID.Zero;
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if (asset != null)
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{
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assetID = asset.FullID;
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}
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else if ((InventoryAccessModule != null) && (sender != InventoryAccessModule))
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{
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// Unfortunately we need this here, there's no other way.
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@ -395,7 +402,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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AssetDataCallback(assetID, asset);
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}
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}
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}
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@ -348,7 +348,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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protected Scene m_scene;
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protected LLImageManager m_imageManager;
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private LLImageManager m_imageManager;
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protected string m_firstName;
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protected string m_lastName;
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protected Thread m_clientThread;
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@ -499,8 +499,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IsActive = false;
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// Shutdown the image manager
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if (m_imageManager != null)
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m_imageManager.Close();
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m_imageManager.Close();
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// Fire the callback for this connection closing
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if (OnConnectionClosed != null)
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@ -578,7 +577,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Add a handler for the given packet type.
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/// </summary>
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/// <remarks>
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/// The packet is handled on its own thread. If packets must be handled in the order in which thye
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/// The packet is handled on its own thread. If packets must be handled in the order in which they
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/// are received then please use the synchronous version of this method.
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/// </remarks>
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/// <param name="packetType"></param>
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@ -3940,14 +3939,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0)
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{
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ProcessTextureRequests();
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}
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}
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void ProcessTextureRequests()
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{
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if (m_imageManager != null)
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m_imageManager.ProcessImageQueue(m_udpServer.TextureSendLimit);
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}
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@ -7479,12 +7470,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if ((ImageType)block.Type == ImageType.Baked)
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args.Priority *= 2.0f;
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// in the end, we null this, so we have to check if it's null
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if (m_imageManager != null)
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{
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m_imageManager.EnqueueReq(args);
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}
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m_imageManager.EnqueueReq(args);
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}
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return true;
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}
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|
|
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@ -84,7 +84,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="newRequest"></param>
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public void EnqueueReq(TextureRequestArgs newRequest)
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{
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//Make sure we're not shutting down..
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if (!m_shuttingdown)
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{
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J2KImage imgrequest;
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@ -99,19 +98,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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//m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID);
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try
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try
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{
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lock (m_syncRoot)
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m_priorityQueue.Delete(imgrequest.PriorityQueueHandle);
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m_priorityQueue.Delete(imgrequest.PriorityQueueHandle);
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}
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catch (Exception) { }
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}
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else
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{
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// m_log.DebugFormat(
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// "[LL IMAGE MANAGER]: Received duplicate of existing request for {0}, start packet {1} from {2}",
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// newRequest.RequestedAssetID, newRequest.PacketNumber, m_client.Name);
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//m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}",
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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//Check the packet sequence to make sure this isn't older than
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//Check the packet sequence to make sure this isn't older than
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//one we've already received
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if (newRequest.requestSequence > imgrequest.LastSequence)
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{
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@ -126,11 +129,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//Update the requested priority
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imgrequest.Priority = newRequest.Priority;
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UpdateImageInQueue(imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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// J2KImage imgrequest2 = new J2KImage(this);
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// imgrequest2.J2KDecoder = m_j2kDecodeModule;
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// imgrequest2.AssetService = m_assetCache;
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// imgrequest2.AgentID = m_client.AgentId;
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// imgrequest2.InventoryAccessModule = m_client.Scene.RequestModuleInterface<IInventoryAccessModule>();
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// imgrequest2.DiscardLevel = newRequest.DiscardLevel;
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// imgrequest2.StartPacket = Math.Max(1, newRequest.PacketNumber);
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// imgrequest2.Priority = newRequest.Priority;
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// imgrequest2.TextureID = newRequest.RequestedAssetID;
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// imgrequest2.Priority = newRequest.Priority;
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//
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// //Add this download to the priority queue
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// AddImageToQueue(imgrequest2);
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//
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// imgrequest2.RunUpdate();
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[LL IMAGE MANAGER]: Ignoring duplicate of existing request for {0} (sequence {1}) from {2} as its request sequence {3} is not greater",
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// newRequest.RequestedAssetID, imgrequest.LastSequence, m_client.Name, newRequest.requestSequence);
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// }
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}
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}
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else
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@ -142,6 +168,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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// m_log.DebugFormat(
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// "[LL IMAGE MANAGER]: Received request for {0}, start packet {1} from {2}",
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// newRequest.RequestedAssetID, newRequest.PacketNumber, m_client.Name);
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//m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}",
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// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
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@ -159,7 +189,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//Add this download to the priority queue
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AddImageToQueue(imgrequest);
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//Run an update
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imgrequest.RunUpdate();
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}
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}
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@ -176,7 +205,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// If null was returned, the texture priority queue is currently empty
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if (image == null)
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return false;
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break;
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if (image.IsDecoded)
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{
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@ -194,10 +223,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// written. Undecoded textures should not be going into the priority
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// queue, because a high priority undecoded texture will clog up the
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// pipeline for a client
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return true;
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// m_log.DebugFormat(
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// "[LL IMAGE MANAGER]: Exiting image queue processing early on encountering undecoded image {0}",
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// image.TextureID);
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break;
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}
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}
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// if (packetsSent != 0)
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// m_log.DebugFormat("[LL IMAGE MANAGER]: Processed {0} packets from image queue", packetsSent);
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return m_priorityQueue.Count > 0;
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}
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@ -219,7 +255,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (m_priorityQueue.Count > 0)
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{
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try { image = m_priorityQueue.FindMax(); }
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try
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{
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image = m_priorityQueue.FindMax();
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}
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catch (Exception) { }
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}
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}
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@ -232,7 +271,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_syncRoot)
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{
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try { m_priorityQueue.Add(ref image.PriorityQueueHandle, image); }
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try
|
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{
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m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
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}
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catch (Exception) { }
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}
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}
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|
@ -241,7 +283,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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lock (m_syncRoot)
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{
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try { m_priorityQueue.Delete(image.PriorityQueueHandle); }
|
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try
|
||||
{
|
||||
m_priorityQueue.Delete(image.PriorityQueueHandle);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
}
|
||||
|
@ -250,7 +295,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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{
|
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lock (m_syncRoot)
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{
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try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); }
|
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try
|
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{
|
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m_priorityQueue.Replace(image.PriorityQueueHandle, image);
|
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}
|
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catch (Exception)
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{
|
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image.PriorityQueueHandle = null;
|
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|
|
|
@ -103,6 +103,10 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
|
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// If it's cached, return the cached results
|
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if (m_decodedCache.TryGetValue(assetID, out result))
|
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{
|
||||
// m_log.DebugFormat(
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// "[J2KDecoderModule]: Returning existing cached {0} layers j2k decode for {1}",
|
||||
// result.Length, assetID);
|
||||
|
||||
callback(assetID, result);
|
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}
|
||||
else
|
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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);
|
||||
ValidateBakedTextureCache(sp, false);
|
||||
if (!ValidateBakedTextureCache(sp))
|
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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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check for the existence of the baked texture assets.
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
public bool ValidateBakedTextureCache(IScenePresence sp)
|
||||
{
|
||||
return ValidateBakedTextureCache(sp, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queue up a request to send appearance.
|
||||
/// </summary>
|
||||
|
@ -292,17 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AvatarFactoryModule private methods
|
||||
|
||||
/// <summary>
|
||||
/// Check for the existence of the baked texture assets. Request a rebake
|
||||
/// unless checkonly is true.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="checkonly"></param>
|
||||
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 +321,52 @@ 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)
|
||||
{
|
||||
if (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);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[AVFACTORY]: Requesting rebake of {0} ({1}) for {2}.",
|
||||
face.TextureID, idx, sp.Name);
|
||||
}
|
||||
|
||||
sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AvatarFactoryModule private methods
|
||||
|
||||
private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
|
||||
{
|
||||
if (sp.IsChildAgent)
|
||||
|
|
|
@ -61,7 +61,29 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <returns>true if a valid agent was found, false otherwise</returns>
|
||||
bool SaveBakedTextures(UUID agentId);
|
||||
|
||||
/// <summary>
|
||||
/// Validate that OpenSim can find the baked textures need to display a given avatar
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
/// <param name="checkonly"></param>
|
||||
/// <returns>
|
||||
/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
|
||||
/// </returns>
|
||||
bool ValidateBakedTextureCache(IScenePresence sp);
|
||||
|
||||
/// <summary>
|
||||
/// Request a rebake of textures for an avatar.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will send the request to the viewer, since it's there that the rebake is done.
|
||||
/// </remarks>
|
||||
/// <param name="sp">Avatar to rebake.</param>
|
||||
/// <param name="missingTexturesOnly">
|
||||
/// 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.
|
||||
/// </param>
|
||||
void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
|
||||
|
||||
void QueueAppearanceSend(UUID agentid);
|
||||
void QueueAppearanceSave(UUID agentid);
|
||||
|
||||
|
|
|
@ -401,6 +401,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public delegate void RegionUp(GridRegion region);
|
||||
public event RegionUp OnRegionUp;
|
||||
|
||||
public delegate void RegionStarted(Scene scene);
|
||||
public event RegionStarted OnRegionStarted;
|
||||
|
||||
public delegate void LoginsEnabled(string regionName);
|
||||
public event LoginsEnabled OnLoginsEnabled;
|
||||
|
||||
|
@ -2243,6 +2246,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void TriggerOnRegionStarted(Scene scene)
|
||||
{
|
||||
RegionStarted handler = OnRegionStarted;
|
||||
|
||||
if (handler != null)
|
||||
{
|
||||
foreach (RegionStarted d in handler.GetInvocationList())
|
||||
{
|
||||
try
|
||||
{
|
||||
d(scene);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[EVENT MANAGER]: Delegate for RegionStarted failed - continuing {0} - {1}",
|
||||
e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void TriggerLoginsEnabled (string regionName)
|
||||
{
|
||||
LoginsEnabled handler = OnLoginsEnabled;
|
||||
|
|
|
@ -1194,6 +1194,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
try
|
||||
{
|
||||
m_eventManager.TriggerOnRegionStarted(this);
|
||||
while (!shuttingdown)
|
||||
Update();
|
||||
|
||||
|
|
|
@ -2844,7 +2844,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Velocity = Vector3.Zero;
|
||||
AbsolutePosition = pos;
|
||||
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
|
||||
|
||||
AddToPhysicalScene(isFlying);
|
||||
}
|
||||
|
|
|
@ -1263,7 +1263,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
writer.WriteElementString(name, flagsStr.Replace(",", ""));
|
||||
}
|
||||
|
||||
static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
|
||||
public static void WriteTaskInventory(XmlTextWriter writer, TaskInventoryDictionary tinv, Dictionary<string, object> options, Scene scene)
|
||||
{
|
||||
if (tinv.Count > 0) // otherwise skip this
|
||||
{
|
||||
|
@ -1317,7 +1317,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
}
|
||||
}
|
||||
|
||||
static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
|
||||
public static void WriteShape(XmlTextWriter writer, PrimitiveBaseShape shp, Dictionary<string, object> options)
|
||||
{
|
||||
if (shp != null)
|
||||
{
|
||||
|
@ -1492,7 +1492,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
return obj;
|
||||
}
|
||||
|
||||
static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name)
|
||||
public static TaskInventoryDictionary ReadTaskInventory(XmlTextReader reader, string name)
|
||||
{
|
||||
TaskInventoryDictionary tinv = new TaskInventoryDictionary();
|
||||
|
||||
|
@ -1538,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
|||
/// <param name="name">The name of the xml element containing the shape</param>
|
||||
/// <param name="errors">true if any errors were encountered during parsing, false otherwise</param>
|
||||
/// <returns>The shape parsed</returns>
|
||||
static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out bool errors)
|
||||
public static PrimitiveBaseShape ReadShape(XmlTextReader reader, string name, out bool errors)
|
||||
{
|
||||
errors = false;
|
||||
|
||||
|
|
|
@ -114,6 +114,16 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
|
|||
"Send appearance data for each avatar in the simulator to other viewers.",
|
||||
"Optionally, you can specify that only a particular avatar's appearance data is sent.",
|
||||
HandleSendAppearanceCommand);
|
||||
|
||||
scene.AddCommand(
|
||||
this, "appearance rebake",
|
||||
"appearance rebake <first-name> <last-name>",
|
||||
"Send a request to the user's viewer for it to rebake and reupload its appearance textures.",
|
||||
"This is currently done for all baked texture references previously received, whether the simulator can find the asset or not."
|
||||
+ "\nThis will only work for texture ids that the viewer has already uploaded."
|
||||
+ "\nIf the viewer has not yet sent the server any texture ids then nothing will happen"
|
||||
+ "\nsince requests can only be made for ids that the client has already sent us",
|
||||
HandleRebakeAppearanceCommand);
|
||||
}
|
||||
|
||||
private void HandleSendAppearanceCommand(string module, string[] cmd)
|
||||
|
@ -210,6 +220,34 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleRebakeAppearanceCommand(string module, string[] cmd)
|
||||
{
|
||||
if (cmd.Length != 4)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat("Usage: appearance rebake <first-name> <last-name>");
|
||||
return;
|
||||
}
|
||||
|
||||
string firstname = cmd[2];
|
||||
string lastname = cmd[3];
|
||||
|
||||
lock (m_scenes)
|
||||
{
|
||||
foreach (Scene scene in m_scenes.Values)
|
||||
{
|
||||
ScenePresence sp = scene.GetScenePresence(firstname, lastname);
|
||||
if (sp != null && !sp.IsChildAgent)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat(
|
||||
"Requesting rebake of uploaded textures for {0}",
|
||||
sp.Name, scene.RegionInfo.RegionName);
|
||||
|
||||
scene.AvatarFactory.RequestRebake(sp, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -112,10 +112,10 @@ namespace pCampBot
|
|||
" -lastname lastname for the bots. Each lastname will have _<bot-number> appended, e.g. Ima Bot_0\n" +
|
||||
" -password password for the bots\n" +
|
||||
" -b, behaviours behaviours for bots. Comma separated, e.g. p,g. Default is p\n" +
|
||||
" current options are:" +
|
||||
" p (physics)" +
|
||||
" g (grab)" +
|
||||
" t (teleport)" +
|
||||
" current options are:\n" +
|
||||
" p (physics)\n" +
|
||||
" g (grab)\n" +
|
||||
" t (teleport)\n" +
|
||||
// " c (cross)" +
|
||||
" -wear set appearance folder to load from (default: no)\n" +
|
||||
" -h, -help show this message");
|
||||
|
|
BIN
bin/C5.dll
BIN
bin/C5.dll
Binary file not shown.
Loading…
Reference in New Issue