Separate out rebake request code from cache validation code AvatarFactoryModule.
This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).0.7.2-post-fixes
parent
de746cd987
commit
4d28bac9bb
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@ -115,22 +115,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#endregion
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/// <summary>
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/// Check for the existence of the baked texture assets.
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/// </summary>
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/// <param name="client"></param>
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public bool ValidateBakedTextureCache(IClientAPI client)
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{
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return ValidateBakedTextureCache(client, true);
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}
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// unless checkonly is true.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
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{
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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@ -164,17 +149,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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defonly = false; // found a non-default texture reference
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if (!CheckBakedTextureAsset(client, face.TextureID, idx))
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{
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// the asset didn't exist if we are only checking, then we found a bad
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// one and we're done otherwise, ask for a rebake
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if (checkonly)
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if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
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return false;
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m_log.InfoFormat("[AVFACTORY]: missing baked texture {0}, requesting rebake", face.TextureID);
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client.SendRebakeAvatarTextures(face.TextureID);
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}
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}
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0}", client.AgentId);
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@ -183,6 +159,39 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return (defonly ? false : true);
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}
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public void RequestRebake(IScenePresence sp, bool missingTexturesOnly)
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{
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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// if there is no texture entry, skip it
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if (face == null)
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continue;
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// m_log.DebugFormat(
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// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
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// face.TextureID, idx, client.Name, client.AgentId);
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// if the texture is one of the "defaults" then skip it
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// this should probably be more intelligent (skirt texture doesnt matter
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// if the avatar isnt wearing a skirt) but if any of the main baked
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// textures is default then the rest should be as well
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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continue;
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if (missingTexturesOnly && m_scene.AssetService.Get(face.TextureID.ToString()) != null)
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continue;
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else
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m_log.DebugFormat(
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"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
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face.TextureID, idx, sp.Name);
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sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
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}
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}
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings) received from the client
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/// </summary>
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@ -230,8 +239,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", client.AgentId);
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ValidateBakedTextureCache(client, false);
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if (!ValidateBakedTextureCache(sp.ControllingClient))
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RequestRebake(sp, true);
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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@ -57,7 +57,28 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>true if a valid agent was found, false otherwise</returns>
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bool SaveBakedTextures(UUID agentId);
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/// <summary>
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/// Request a rebake of textures for an avatar.
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/// </summary>
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/// <remarks>
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/// This will send the request to the viewer, since it's there that the rebake is done.
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/// </remarks>
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/// <param name="sp">Avatar to rebake.</param>
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/// <param name="missingTexturesOnly">
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/// If true, only request a rebake for the textures that are missing.
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/// If false then we request a rebake of all textures for which we already have references.
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/// </param>
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void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
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/// <summary>
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/// Validate that OpenSim can find the baked textures need to display a given avatar
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/// </summary>
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/// <param name="client"></param>
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/// <returns>
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/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
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/// </returns>
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bool ValidateBakedTextureCache(IClientAPI client);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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}
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