Configuration of persistent baked textures and save/send delays.

viewer-2-initial-appearance
Master ScienceSim 2010-10-28 12:00:04 -07:00
parent f2c1d0e34f
commit 68666efd25
3 changed files with 41 additions and 5 deletions

View File

@ -31,6 +31,7 @@ using System.Collections.Generic;
using System.IO;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
@ -112,6 +113,8 @@ namespace OpenSim.Framework.Capabilities
private string m_regionName;
private object m_fetchLock = new Object();
private bool m_persistBakedTextures = false;
public bool SSLCaps
{
get { return m_httpListener.UseSSL; }
@ -145,6 +148,15 @@ namespace OpenSim.Framework.Capabilities
m_httpListenPort = httpPort;
m_persistBakedTextures = false;
IConfigSource config = m_Scene.Config;
if (config != null)
{
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
m_persistBakedTextures = sconfig.GetBoolean("PersistBakedTextures",m_persistBakedTextures);
}
if (httpServer != null && httpServer.UseSSL)
{
m_httpListenPort = httpServer.SSLPort;
@ -983,7 +995,7 @@ namespace OpenSim.Framework.Capabilities
asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
asset.Data = data;
asset.Temporary = true;
asset.Local = true;
asset.Local = ! m_persistBakedTextures; // Local assets aren't persisted, non-local are
m_assetCache.Store(asset);
}

View File

@ -48,20 +48,30 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
private Scene m_scene = null;
private static readonly int m_savetime = 5; // seconds to wait before saving changed appearance
private static readonly int m_sendtime = 2; // seconds to wait before sending changed appearance
private int m_savetime = 5; // seconds to wait before saving changed appearance
private int m_sendtime = 2; // seconds to wait before sending changed appearance
private static readonly int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();
#region RegionModule Members
public void Initialise(Scene scene, IConfigSource source)
public void Initialise(Scene scene, IConfigSource config)
{
scene.EventManager.OnNewClient += NewClient;
if (config != null)
{
IConfig sconfig = config.Configs["Startup"];
if (sconfig != null)
{
m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
}
}
if (m_scene == null)
m_scene = scene;
}

View File

@ -255,6 +255,20 @@
; OpenJPEG if false
; UseCSJ2K = true
; Persist avatar baked textures
; Persisting baked textures can speed up login and region border
; crossings especially with large numbers of users, though it
; will store potentially large numbers of textures in your asset
; database
PersistBakedTextures = false
; Control the delay before appearance is sent to other avatars and
; saved in the avatar service. Attempts to limit the impact caused
; by the very chatty dialog that sets appearance when an avatar
; logs in or teleports into a region; values are in seconds
DelayBeforeAppearanceSave = 5
DelayBeforeAppearanceSend = 2
[SMTP]
enabled=false