lock set appearence during ValidateBakedTextureCache there seems to be a
overlap in same casesavinationmerge
parent
998e3d435a
commit
9aa6389b8b
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@ -487,6 +487,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public bool ValidateBakedTextureCache(IScenePresence sp)
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{
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bool defonly = true; // are we only using default textures
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lock (m_setAppearanceLock)
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{
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IAssetService cache = m_scene.AssetService;
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IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
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WearableCacheItem[] wearableCache = null;
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@ -545,8 +548,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// so make grid cache be mandatory
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if (gotbacked)
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{
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// m_log.Debug("[ValidateBakedCache] bakedModule cache override");
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if(sp.Appearance.Texture.FaceTextures[idx] == null)
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// m_log.Debug("[ValidateBakedCache] bakedModule cache override");
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if (sp.Appearance.Texture.FaceTextures[idx] == null)
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sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
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sp.Appearance.Texture.FaceTextures[idx].TextureID = wearableCache[idx].TextureID;
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face = sp.Appearance.Texture.FaceTextures[idx];
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@ -612,6 +615,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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sp.Appearance.WearableCacheItems = wearableCache;
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}
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m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1} {2} {3}", sp.Name, sp.UUID, hits, defonly.ToString());
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// debug
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