diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 045a725292..6fb80d303f 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -115,22 +115,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#endregion
- ///
- /// Check for the existence of the baked texture assets.
- ///
- ///
public bool ValidateBakedTextureCache(IClientAPI client)
- {
- return ValidateBakedTextureCache(client, true);
- }
-
- ///
- /// Check for the existence of the baked texture assets. Request a rebake
- /// unless checkonly is true.
- ///
- ///
- ///
- private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
@@ -164,17 +149,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
defonly = false; // found a non-default texture reference
- if (!CheckBakedTextureAsset(client, face.TextureID, idx))
- {
- // the asset didn't exist if we are only checking, then we found a bad
- // one and we're done otherwise, ask for a rebake
- if (checkonly)
- return false;
-
- m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake", face.TextureID);
-
- client.SendRebakeAvatarTextures(face.TextureID);
- }
+ if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
+ return false;
}
m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", client.AgentId);
@@ -183,6 +159,39 @@ 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 && 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);
+
+ sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
+ }
+ }
+
///
/// Set appearance data (texture asset IDs and slider settings) received from the client
///
@@ -230,8 +239,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
- m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId);
- ValidateBakedTextureCache(client, false);
+ if (!ValidateBakedTextureCache(sp.ControllingClient))
+ 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
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
index 4dbddf476b..ffc5a53a37 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
@@ -57,7 +57,28 @@ namespace OpenSim.Region.Framework.Interfaces
/// true if a valid agent was found, false otherwise
bool SaveBakedTextures(UUID agentId);
+ ///
+ /// Request a rebake of textures for an avatar.
+ ///
+ ///
+ /// This will send the request to the viewer, since it's there that the rebake is done.
+ ///
+ /// Avatar to rebake.
+ ///
+ /// 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.
+ ///
+ void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
+
+ ///
+ /// Validate that OpenSim can find the baked textures need to display a given avatar
+ ///
+ ///
+ ///
+ /// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
+ ///
bool ValidateBakedTextureCache(IClientAPI client);
+
void QueueAppearanceSend(UUID agentid);
void QueueAppearanceSave(UUID agentid);
}