diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index 2906af87d4..18a5733bda 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -48,7 +48,7 @@ namespace OpenSim.Framework public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; protected UUID m_owner; - protected int m_serial = 1; + protected int m_serial = 0; protected byte[] m_visualparams; protected Primitive.TextureEntry m_texture; protected AvatarWearable[] m_wearables; @@ -103,7 +103,7 @@ namespace OpenSim.Framework { // m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance for {0}",owner); - m_serial = 1; + m_serial = 0; m_owner = owner; SetDefaultWearables(); @@ -127,7 +127,7 @@ namespace OpenSim.Framework { // m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID); - m_serial = 1; + m_serial = 0; m_owner = avatarID; if (wearables != null) @@ -160,7 +160,7 @@ namespace OpenSim.Framework if (appearance == null) { - m_serial = 1; + m_serial = 0; m_owner = UUID.Zero; SetDefaultWearables(); @@ -229,6 +229,24 @@ namespace OpenSim.Framework m_wearables = AvatarWearable.DefaultWearables; } + /// + /// Invalidate all of the baked textures in the appearance, useful + /// if you know that none are valid + /// + public virtual void ResetAppearance() + { + m_serial = 0; + + SetDefaultParams(); + SetDefaultTexture(); + + //for (int i = 0; i < BAKE_INDICES.Length; i++) + // { + // int idx = BAKE_INDICES[i]; + // m_texture.FaceTextures[idx].TextureID = UUID.Zero; + // } + } + protected virtual void SetDefaultParams() { m_visualparams = new byte[] { 33,61,85,23,58,127,63,85,63,42,0,85,63,36,85,95,153,63,34,0,63,109,88,132,63,136,81,85,103,136,127,0,150,150,150,127,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,104,0,0,0,0,0,0,0,0,0,145,216,133,0,127,0,127,170,0,0,127,127,109,85,127,127,63,85,42,150,150,150,150,150,150,150,25,150,150,150,0,127,0,0,144,85,127,132,127,85,0,127,127,127,127,127,127,59,127,85,127,127,106,47,79,127,127,204,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,36,85,131,127,127,127,153,95,0,140,75,27,127,127,0,150,150,198,0,0,63,30,127,165,209,198,127,127,153,204,51,51,255,255,255,204,0,255,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,127,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 }; @@ -240,9 +258,10 @@ namespace OpenSim.Framework protected virtual void SetDefaultTexture() { - m_texture = new Primitive.TextureEntry(new UUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97")); - for (uint i = 0; i < TEXTURE_COUNT; i++) - m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE); + m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); + + // for (uint i = 0; i < TEXTURE_COUNT; i++) + // m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE); } /// @@ -274,9 +293,6 @@ namespace OpenSim.Framework } changed = true; - -// if (newface != null) -// m_log.WarnFormat("[AVATAR APPEARANCE]: index {0}, new texture id {1}",i,newface.TextureID); } m_texture = textureEntry; diff --git a/OpenSim/Framework/Capabilities/Caps.cs b/OpenSim/Framework/Capabilities/Caps.cs index e7f2e132e2..63e1e34b99 100644 --- a/OpenSim/Framework/Capabilities/Caps.cs +++ b/OpenSim/Framework/Capabilities/Caps.cs @@ -990,6 +990,7 @@ namespace OpenSim.Framework.Capabilities public void BakedTextureUploaded(UUID assetID, byte[] data) { // m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString()); + AssetBase asset; asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString()); asset.Data = data; @@ -1331,6 +1332,7 @@ namespace OpenSim.Framework.Capabilities newAssetID = UUID.Random(); uploaderPath = path; httpListener = httpServer; + m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID); } /// @@ -1358,6 +1360,8 @@ namespace OpenSim.Framework.Capabilities handlerUpLoad(newAssetID, data); } + m_log.InfoFormat("[CAPS] baked texture upload completed for {0}",newAssetID); + return res; } } diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index ab1c206f9a..7d6d1912d7 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -115,7 +115,18 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory #endregion + /// + /// Check for the existence of the baked texture assets. Request a rebake + /// unless checkonly is true. + /// + /// + /// public bool ValidateBakedTextureCache(IClientAPI client) + { + return ValidateBakedTextureCache(client, true); + } + + private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly) { ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp == null) @@ -131,15 +142,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { int idx = AvatarAppearance.BAKE_INDICES[i]; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; - if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) + + // if there is no texture entry, skip it + if (face == null) continue; + // 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; + defonly = false; // found a non-default texture reference if (! CheckBakedTextureAsset(client,face.TextureID,idx)) - return false; + { + // 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}, request rebake",face.TextureID); + client.SendRebakeAvatarTextures(face.TextureID); + } } + m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId); + // If we only found default textures, then the appearance is not cached return (defonly ? false : true); } @@ -158,55 +187,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return; } - // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId); + m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId); + // TODO: This is probably not necessary any longer, just assume the + // textureEntry set implies that the appearance transaction is complete bool changed = false; // Process the texture entry transactionally, this doesn't guarantee that Appearance is // going to be handled correctly but it does serialize the updates to the appearance lock (m_setAppearanceLock) { - if (textureEntry != null) - { - changed = sp.Appearance.SetTextureEntries(textureEntry); - - // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId); - - 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 (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) - Util.FireAndForget(delegate(object o) { - if (! CheckBakedTextureAsset(client,face.TextureID,idx)) - client.SendRebakeAvatarTextures(face.TextureID); - }); - } - - m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId); - } - // Process the visual params, this may change height as well if (visualParams != null) { - if (sp.Appearance.SetVisualParams(visualParams)) - { - changed = true; - if (sp.Appearance.AvatarHeight > 0) - sp.SetHeight(sp.Appearance.AvatarHeight); - } + changed = sp.Appearance.SetVisualParams(visualParams); + if (sp.Appearance.AvatarHeight > 0) + sp.SetHeight(sp.Appearance.AvatarHeight); } + + // Process the baked texture array + if (textureEntry != null) + { + changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; + + m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId); + Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); }); + + // 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 + // appearance send and save here. + + QueueAppearanceSave(client.AgentId); + QueueAppearanceSend(client.AgentId); + } + } - - // If something changed in the appearance then queue an appearance save - if (changed) - QueueAppearanceSave(client.AgentId); - - // And always queue up an appearance update to send out - QueueAppearanceSend(client.AgentId); - - // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); + // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); } /// @@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory #region UpdateAppearanceTimer + /// + /// Queue up a request to send appearance, makes it possible to + /// accumulate changes without sending out each one separately. + /// public void QueueAppearanceSend(UUID agentid) { // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); @@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Send the appearance to everyone in the scene sp.SendAppearanceToAllOtherAgents(); + + // Send animations back to the avatar as well + sp.Animator.SendAnimPack(); } private void HandleAppearanceSave(UUID agentid) @@ -353,9 +377,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); + // we need to clean out the existing textures + sp.Appearance.ResetAppearance(); + // operate on a copy of the appearance so we don't have to lock anything AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); - + foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type < AvatarWearable.MAX_WEARABLES) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 82214bf0ee..a1c80e55fa 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2418,30 +2418,44 @@ namespace OpenSim.Region.Framework.Scenes // the inventory arrives // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); - // This agent just became root. We are going to tell everyone about it. The process of - // getting other avatars information was initiated in the constructor... don't do it - // again here... - SendAvatarDataToAllAgents(); + bool cachedappearance = false; // We have an appearance but we may not have the baked textures. Check the asset cache // to see if all the baked textures are already here. if (m_scene.AvatarFactory != null) { - if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient)) - { -// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); - SendAppearanceToAgent(this); - - // If the avatars baked textures are all in the cache, then we have a - // complete appearance... send it out, if not, then we'll send it when - // the avatar finishes updating its appearance - SendAppearanceToAllOtherAgents(); - } + cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); } else { m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); } + + // If we aren't using a cached appearance, then clear out the baked textures + if (! cachedappearance) + { + m_appearance.ResetAppearance(); + if (m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(UUID); + } + + // This agent just became root. We are going to tell everyone about it. The process of + // getting other avatars information was initiated in the constructor... don't do it + // again here... this comes after the cached appearance check because the avatars + // appearance goes into the avatar update packet + SendAvatarDataToAllAgents(); + SendAppearanceToAgent(this); + + // If we are using the the cached appearance then send it out to everyone + if (cachedappearance) + { + m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); + + // If the avatars baked textures are all in the cache, then we have a + // complete appearance... send it out, if not, then we'll send it when + // the avatar finishes updating its appearance + SendAppearanceToAllOtherAgents(); + } } /// @@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes /// Send avatar data to an agent. /// /// - private void SendAvatarDataToAgent(ScenePresence avatar) + public void SendAvatarDataToAgent(ScenePresence avatar) { // m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); @@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes /// Send appearance data to an agent. /// /// - private void SendAppearanceToAgent(ScenePresence avatar) + public void SendAppearanceToAgent(ScenePresence avatar) { // m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);