If the compile-time DynamicTextureModule.ReuseTextures flag is set, check metadata still exists for any reused asset in case some other process has removed it from the cache.
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@ -186,63 +186,79 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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if (!RenderPlugins.ContainsKey(contentType))
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return UUID.Zero;
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Scene scene;
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RegisteredScenes.TryGetValue(simID, out scene);
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if (scene == null)
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return UUID.Zero;
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SceneObjectPart part = scene.GetSceneObjectPart(primID);
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if (part == null)
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return UUID.Zero;
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// If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
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// them.
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if (ReuseTextures)
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disp = disp & ~DISP_EXPIRE;
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DynamicTextureUpdater updater = new DynamicTextureUpdater();
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updater.SimUUID = simID;
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updater.PrimID = primID;
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updater.ContentType = contentType;
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updater.BodyData = data;
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updater.UpdateTimer = updateTimer;
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updater.UpdaterID = UUID.Random();
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Url = "Local image";
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updater.Disp = disp;
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object objReusableTextureUUID = null;
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if (ReuseTextures && !updater.BlendWithOldTexture)
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{
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// If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
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// them.
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if (ReuseTextures)
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disp = disp & ~DISP_EXPIRE;
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string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams);
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objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey);
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DynamicTextureUpdater updater = new DynamicTextureUpdater();
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updater.SimUUID = simID;
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updater.PrimID = primID;
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updater.ContentType = contentType;
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updater.BodyData = data;
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updater.UpdateTimer = updateTimer;
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updater.UpdaterID = UUID.Random();
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Url = "Local image";
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updater.Disp = disp;
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object reusableTextureUUID = null;
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if (ReuseTextures)
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reusableTextureUUID
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= m_reuseableDynamicTextures.Get(GenerateReusableTextureKey(data, extraParams));
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// We cannot reuse a dynamic texture if the data is going to be blended with something already there.
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if (reusableTextureUUID == null || updater.BlendWithOldTexture)
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if (objReusableTextureUUID != null)
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{
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lock (Updaters)
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// If something else has removed this temporary asset from the cache, detect and invalidate
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// our cached uuid.
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if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
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}
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else
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{
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// No need to add to updaters as the texture is always the same. Not that this functionality
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// apppears to be implemented anyway.
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if (RegisteredScenes.ContainsKey(updater.SimUUID))
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{
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SceneObjectPart part = RegisteredScenes[updater.SimUUID].GetSceneObjectPart(updater.PrimID);
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if (part != null)
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updater.UpdatePart(part, (UUID)reusableTextureUUID);
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m_reuseableDynamicTextures.Invalidate(reuseableTextureKey);
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objReusableTextureUUID = null;
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}
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}
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return updater.UpdaterID;
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}
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return UUID.Zero;
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// We cannot reuse a dynamic texture if the data is going to be blended with something already there.
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if (objReusableTextureUUID == null)
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{
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lock (Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
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}
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else
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{
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// No need to add to updaters as the texture is always the same. Not that this functionality
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// apppears to be implemented anyway.
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updater.UpdatePart(part, (UUID)objReusableTextureUUID);
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}
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return updater.UpdaterID;
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}
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private string GenerateReusableTextureKey(string data, string extraParams)
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