* Enables loading cached bakes on teleport by filling in the appropriate avatar fields from the bake data. No more auto rebaking on teleport assuming your wearables, bakes and cache are consistent.

* Speeds up appearance sending..  since there's nothing to wait for.
avinationmerge
teravus 2013-01-16 17:59:13 -05:00
parent 670bb9cb8b
commit 3e0e9a0962
1 changed files with 71 additions and 2 deletions

View File

@ -373,6 +373,52 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
bool defonly = true; // are we only using default textures
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
WearableCacheItem[] wearableCache = null;
// Cache wearable data for teleport.
// Only makes sense if there's a bake module and a cache module
if (bakedModule != null && cache != null)
{
try
{
wearableCache = bakedModule.Get(sp.UUID);
}
catch (Exception)
{
}
if (wearableCache != null)
{
for (int i = 0; i < wearableCache.Length; i++)
{
cache.Cache(wearableCache[i].TextureAsset);
}
}
}
/*
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (invService.GetRootFolder(userID) != null)
{
WearableCacheItem[] wearableCache = null;
if (bakedModule != null)
{
try
{
wearableCache = bakedModule.Get(userID);
appearance.WearableCacheItems = wearableCache;
appearance.WearableCacheItemsDirty = false;
foreach (WearableCacheItem item in wearableCache)
{
appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID;
}
}
catch (Exception)
{
}
}
*/
// Process the texture entry
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@ -380,9 +426,32 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// if there is no texture entry, skip it
// No face, so lets check our baked service cache, teleport or login.
if (face == null)
continue;
{
if (wearableCache != null)
{
// If we find the an appearance item, set it as the textureentry and the face
WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache);
if (searchitem != null)
{
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID;
face = sp.Appearance.Texture.FaceTextures[idx];
}
else
{
// if there is no texture entry and no baked cache, skip it
continue;
}
}
else
{
//No texture entry face and no cache. Skip this face.
continue;
}
}
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",