From 3e0e9a096287512f1e53b4f54c5e916958774d8e Mon Sep 17 00:00:00 2001 From: teravus Date: Wed, 16 Jan 2013 17:59:13 -0500 Subject: [PATCH] * 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. --- .../AvatarFactory/AvatarFactoryModule.cs | 73 ++++++++++++++++++- 1 file changed, 71 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 27cf20473a..7ec28605c1 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -373,6 +373,52 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { bool defonly = true; // are we only using default textures IImprovedAssetCache cache = m_scene.RequestModuleInterface(); + IBakedTextureModule bakedModule = m_scene.RequestModuleInterface(); + 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(); + 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}",