Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero.

Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time.  This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-09-09 00:29:59 +01:00
parent 79f3de6ba8
commit 9f76bc4fff
4 changed files with 43 additions and 5 deletions

View File

@ -47,7 +47,6 @@ using Caps = OpenSim.Framework.Capabilities.Caps;
namespace OpenSim.Capabilities.Handlers
{
public class GetTextureHandler : BaseStreamHandler
{
private static readonly ILog m_log =
@ -67,7 +66,6 @@ namespace OpenSim.Capabilities.Handlers
public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
{
// Try to parse the texture ID from the request URL
NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
string textureStr = query.GetOne("texture_id");
@ -85,6 +83,8 @@ namespace OpenSim.Capabilities.Handlers
UUID textureID;
if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID))
{
// m_log.DebugFormat("[GETTEXTURE]: Received request for texture id {0}", textureID);
string[] formats;
if (format != null && format != string.Empty)
{
@ -105,7 +105,6 @@ namespace OpenSim.Capabilities.Handlers
if (FetchTexture(httpRequest, httpResponse, textureID, f))
break;
}
}
else
{

View File

@ -1209,7 +1209,6 @@ namespace OpenSim.Data.MySQL
return prim;
}
/// <summary>
/// Build a prim inventory item from the persisted data.
/// </summary>

View File

@ -968,6 +968,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3;
args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4;
m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName);
m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName);
m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName);
m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName);
remoteClient.SendRegionHandshake(Scene.RegionInfo,args);
}

View File

@ -588,7 +588,42 @@ namespace OpenSim.Region.Framework.Scenes
#region Region Settings
// Load region settings
m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
// LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
// However, in this case, the default textures are not set in memory properly, so we need to do it here and
// resave.
// FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
// region is set up and avoid these gyrations.
RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
bool updatedTerrainTextures = false;
if (rs.TerrainTexture1 == UUID.Zero)
{
rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture2 == UUID.Zero)
{
rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture3 == UUID.Zero)
{
rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
updatedTerrainTextures = true;
}
if (rs.TerrainTexture4 == UUID.Zero)
{
rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
updatedTerrainTextures = true;
}
if (updatedTerrainTextures)
rs.Save();
m_regInfo.RegionSettings = rs;
if (estateDataService != null)
m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);