bugg
parent
c3f9c99fb3
commit
b7f24bacce
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@ -481,6 +481,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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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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WearableCacheItem[] bakedModuleCache = null;
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wearableCache = WearableCacheItem.GetDefaultCacheItem();
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// debug
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for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
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@ -493,46 +496,47 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - No texture");
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}
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int hits = 0;
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// Cache wearable data for teleport.
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// Only makes sense if there's a bake module and a cache module
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if (bakedModule != null && cache != null)
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{
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m_log.Debug("[ValidateBakedCache] calling bakedModule");
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try
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{
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wearableCache = bakedModule.Get(sp.UUID);
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bakedModuleCache = bakedModule.Get(sp.UUID);
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}
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catch (Exception)
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{
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wearableCache = null;
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bakedModuleCache = null;
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}
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if (wearableCache != null)
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if (bakedModuleCache != null)
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{
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for (int i = 0; i < wearableCache.Length; i++)
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m_log.Debug("[ValidateBakedCache] got bakedModule cache " + wearableCache.Length);
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// old store have diferent sizes and index starts at 1
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int offset = 0;
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if (bakedModuleCache[0].TextureIndex == 1)
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offset = -1;
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int j;
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for (int i = 0; i < bakedModuleCache.Length; i++)
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{
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j = (int)bakedModuleCache[i].TextureIndex + offset;
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m_log.Debug("[ValidateBakedCache] got bakedModule cache");
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if (wearableCache[i].TextureAsset != null)
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if (bakedModuleCache[i].TextureAsset != null)
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{
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wearableCache[i].TextureAsset.Temporary = true;
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wearableCache[i].TextureAsset.Local = true;
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cache.Store(wearableCache[i].TextureAsset);
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}
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else
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{
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wearableCache[i].TextureID = UUID.Zero;
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wearableCache[i].CacheId = UUID.Zero;
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wearableCache[j].TextureID = bakedModuleCache[i].TextureID;
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wearableCache[j].CacheId = bakedModuleCache[i].TextureID;
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bakedModuleCache[i].TextureAsset.Temporary = true;
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bakedModuleCache[i].TextureAsset.Local = true;
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cache.Store(bakedModuleCache[i].TextureAsset);
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}
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}
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}
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}
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if(wearableCache == null)
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wearableCache = WearableCacheItem.GetDefaultCacheItem();
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// Process the baked textures
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
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{
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@ -540,7 +544,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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// No face, so lets check our baked service cache, teleport or login.
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if (face == null)
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if (face == null || face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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{
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sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
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if (wearableCache[idx].TextureID != UUID.Zero)
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@ -554,24 +558,18 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
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face = sp.Appearance.Texture.FaceTextures[idx];
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wearableCache[idx].CacheId = UUID.Zero;
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wearableCache[idx].TextureID = UUID.Zero;
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wearableCache[idx].TextureAsset = null;
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continue;
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}
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}
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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{
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wearableCache[idx].CacheId = UUID.Zero;
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wearableCache[idx].TextureID = UUID.Zero;
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wearableCache[idx].TextureAsset = null;
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defonly = false; // found a non-default texture reference
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continue;
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}
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defonly = false; // found a non-default texture reference
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if(wearableCache[idx].TextureID != sp.Appearance.Texture.FaceTextures[idx].TextureID)
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if(wearableCache[idx].TextureID != face.TextureID)
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{
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wearableCache[idx].CacheId = UUID.Zero;
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wearableCache[idx].TextureID = UUID.Zero;
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@ -3525,7 +3525,7 @@ namespace OpenSim.Region.Framework.Scenes
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// send even grays
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if (cachedappearance)
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{
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m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
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// m_log.DebugFormat("[SCENE PRESENCE]: Baked textures are in the cache for {0} in {1}", Name, m_scene.Name);
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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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