Various bug fixes for appearance handling
parent
0218845c2e
commit
ab2adaf341
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@ -238,11 +238,27 @@ namespace OpenSim.Framework
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// }
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}
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/// <summary>
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/// Invalidate all of the baked textures in the appearance, useful
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/// if you know that none are valid
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/// </summary>
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public virtual void ResetBakedTextures()
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{
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SetDefaultTexture();
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//for (int i = 0; i < BAKE_INDICES.Length; i++)
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// {
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// int idx = BAKE_INDICES[i];
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// m_texture.FaceTextures[idx].TextureID = UUID.Zero;
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// }
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}
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protected virtual void SetDefaultTexture()
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{
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m_texture = new Primitive.TextureEntry(new UUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
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for (uint i = 0; i < TEXTURE_COUNT; i++)
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m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
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// for (uint i = 0; i < TEXTURE_COUNT; i++)
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// m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
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}
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/// <summary>
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@ -274,9 +290,6 @@ namespace OpenSim.Framework
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}
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changed = true;
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// if (newface != null)
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// m_log.WarnFormat("[AVATAR APPEARANCE]: index {0}, new texture id {1}",i,newface.TextureID);
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}
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m_texture = textureEntry;
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@ -990,6 +990,7 @@ namespace OpenSim.Framework.Capabilities
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public void BakedTextureUploaded(UUID assetID, byte[] data)
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{
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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AssetBase asset;
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
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asset.Data = data;
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@ -1331,6 +1332,7 @@ namespace OpenSim.Framework.Capabilities
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newAssetID = UUID.Random();
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uploaderPath = path;
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httpListener = httpServer;
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// m_log.WarnFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
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}
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/// <summary>
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@ -1342,6 +1344,8 @@ namespace OpenSim.Framework.Capabilities
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/// <returns></returns>
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public string uploaderCaps(byte[] data, string path, string param)
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{
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m_log.WarnFormat("[CAPS] baked texture upload completed for {0}",newAssetID);
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string res = String.Empty;
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LLSDAssetUploadComplete uploadComplete = new LLSDAssetUploadComplete();
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uploadComplete.new_asset = newAssetID.ToString();
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@ -115,7 +115,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#endregion
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public bool ValidateBakedTextureCache(IClientAPI client)
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{
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return ValidateBakedTextureCache(client, true);
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}
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private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
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{
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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@ -131,15 +137,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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// if there is no texture entry, skip it
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if (face == null)
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continue;
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// if the texture is one of the "defaults" then skip it
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// this should probably be more intelligent (skirt texture doesnt matter
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// if the avatar isnt wearing a skirt) but if any of the main baked
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// textures is default then the rest should be as well
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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continue;
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defonly = false; // found a non-default texture reference
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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return false;
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{
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// the asset didn't exist if we are only checking, then we found a bad
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// one and we're done otherwise, ask for a rebake
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if (checkonly) return false;
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m_log.WarnFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID);
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client.SendRebakeAvatarTextures(face.TextureID);
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}
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}
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m_log.WarnFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId);
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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}
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@ -158,7 +182,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return;
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}
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// m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
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m_log.WarnFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId);
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bool changed = false;
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@ -166,47 +190,40 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// going to be handled correctly but it does serialize the updates to the appearance
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lock (m_setAppearanceLock)
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{
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if (textureEntry != null)
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry);
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// m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId);
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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Util.FireAndForget(delegate(object o) {
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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client.SendRebakeAvatarTextures(face.TextureID);
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});
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}
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m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
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}
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// Process the visual params, this may change height as well
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if (visualParams != null)
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{
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if (sp.Appearance.SetVisualParams(visualParams))
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{
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changed = true;
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if (sp.Appearance.AvatarHeight > 0)
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sp.SetHeight(sp.Appearance.AvatarHeight);
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}
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changed = sp.Appearance.SetVisualParams(visualParams);
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if (sp.Appearance.AvatarHeight > 0)
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sp.SetHeight(sp.Appearance.AvatarHeight);
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}
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// Process the baked texture array
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if (textureEntry != null)
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.WarnFormat("[AVFACTORY]: received texture update for {0}",client.AgentId);
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Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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QueueAppearanceSave(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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}
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}
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// // If something changed in the appearance then queue an appearance save
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// if (changed)
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// QueueAppearanceSave(client.AgentId);
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// If something changed in the appearance then queue an appearance save
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if (changed)
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QueueAppearanceSave(client.AgentId);
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// // And always queue up an appearance update to send out
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// QueueAppearanceSend(client.AgentId);
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// And always queue up an appearance update to send out
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QueueAppearanceSend(client.AgentId);
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// m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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}
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/// <summary>
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@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#region UpdateAppearanceTimer
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/// <summary>
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/// Queue up a request to send appearance, makes it possible to
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/// accumulate changes without sending out each one separately.
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/// </summary>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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}
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private void HandleAppearanceSave(UUID agentid)
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@ -355,6 +379,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// operate on a copy of the appearance so we don't have to lock anything
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AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
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sp.Appearance.ResetBakedTextures(); // this makes sure we don't reuse old textures if the baking takes time
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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@ -2773,30 +2773,44 @@ namespace OpenSim.Region.Framework.Scenes
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// the inventory arrives
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// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
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// This agent just became root. We are going to tell everyone about it. The process of
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// getting other avatars information was initiated in the constructor... don't do it
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// again here...
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SendAvatarDataToAllAgents();
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bool cachedappearance = false;
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// We have an appearance but we may not have the baked textures. Check the asset cache
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// to see if all the baked textures are already here.
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if (m_scene.AvatarFactory != null)
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{
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if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
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{
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// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
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SendAppearanceToAgent(this);
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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// the avatar finishes updating its appearance
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SendAppearanceToAllOtherAgents();
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}
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cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
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}
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else
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{
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m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
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}
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// If we aren't using a cached appearance, then clear out the baked textures
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if (! cachedappearance)
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{
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m_appearance.ResetBakedTextures();
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(UUID);
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}
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// This agent just became root. We are going to tell everyone about it. The process of
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// getting other avatars information was initiated in the constructor... don't do it
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// again here... this comes after the cached appearance check because the avatars
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// appearance goes into the avatar update packet
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SendAvatarDataToAllAgents();
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// If we are using the the cached appearance then send it out to everyone
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if (cachedappearance)
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{
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m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
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SendAppearanceToAgent(this);
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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// the avatar finishes updating its appearance
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SendAppearanceToAllOtherAgents();
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}
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}
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/// <summary>
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@ -2856,7 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send avatar data to an agent.
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/// </summary>
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/// <param name="avatar"></param>
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private void SendAvatarDataToAgent(ScenePresence avatar)
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public void SendAvatarDataToAgent(ScenePresence avatar)
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{
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// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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@ -2924,7 +2938,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// Send appearance data to an agent.
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/// </summary>
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/// <param name="avatar"></param>
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private void SendAppearanceToAgent(ScenePresence avatar)
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public void SendAppearanceToAgent(ScenePresence avatar)
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{
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// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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