DANGER... changed bakedtextures caching. Assuming grid baking is cache
only, reduced number of accesses to it. TESTINGavinationmerge
parent
552b4e45e8
commit
c3f9c99fb3
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@ -46,7 +46,7 @@ namespace OpenSim.Framework
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int itemmax = 21;
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WearableCacheItem[] retitems = new WearableCacheItem[itemmax];
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for (uint i=0;i<itemmax;i++)
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retitems[i] = new WearableCacheItem() {CacheId = UUID.Zero, TextureID = UUID.Zero, TextureIndex = i + 1};
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retitems[i] = new WearableCacheItem() {CacheId = UUID.Zero, TextureID = UUID.Zero, TextureIndex = i};
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return retitems;
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}
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public static WearableCacheItem[] FromOSD(OSD pInput, IImprovedAssetCache dataCache)
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@ -96,9 +96,7 @@ namespace OpenSim.Region.ClientStack.Linden
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s.EventManager.OnRemovePresence -= DeRegisterPresence;
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m_BakedTextureModule = null;
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m_scene = null;
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}
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}
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public void RegionLoaded(Scene s)
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{
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@ -110,44 +108,58 @@ namespace OpenSim.Region.ClientStack.Linden
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private void DeRegisterPresence(UUID agentId)
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{
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ScenePresence presence = null;
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if (m_scene.TryGetScenePresence(agentId, out presence))
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// ScenePresence presence = null;
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// if (m_scene.TryGetScenePresence(agentId, out presence))
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{
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presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
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// presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
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}
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}
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private void RegisterNewPresence(ScenePresence presence)
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{
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presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
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// presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
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}
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private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
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{
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int maxCacheitemsLoop = cacheItems.Length;
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if (maxCacheitemsLoop > AvatarWearable.MAX_WEARABLES)
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{
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maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
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m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
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}
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/* not in use. work done in AvatarFactoryModule ValidateBakedTextureCache() and UpdateBakedTextureCache()
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private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
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{
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// if cacheItems.Length > 0 viewer is giving us current textures information.
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// baked ones should had been uploaded and in assets cache as local itens
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m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
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if (cacheItems.Length > 0)
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{
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m_log.Debug("[Cacheitems]: " + cacheItems.Length);
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for (int iter = 0; iter < maxCacheitemsLoop; iter++)
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{
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m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
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cacheItems[iter].TextureID);
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}
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ScenePresence p = null;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
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{
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if (cacheItems.Length == 0)
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return; // no textures information, nothing to do
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ScenePresence p = null;
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if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
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return; // what are we doing if there is no presence to cache for?
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if (p.IsDeleted)
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return; // does this really work?
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int maxCacheitemsLoop = cacheItems.Length;
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if (maxCacheitemsLoop > 20)
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{
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maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
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m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
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}
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m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
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// some nice debug
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m_log.Debug("[Cacheitems]: " + cacheItems.Length);
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for (int iter = 0; iter < maxCacheitemsLoop; iter++)
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{
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m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
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cacheItems[iter].TextureID);
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}
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// p.Appearance.WearableCacheItems is in memory primary cashID to textures mapper
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WearableCacheItem[] existingitems = p.Appearance.WearableCacheItems;
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if (existingitems == null)
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{
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if (m_BakedTextureModule != null)
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@ -161,38 +173,22 @@ namespace OpenSim.Region.ClientStack.Linden
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p.Appearance.WearableCacheItems = savedcache;
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p.Appearance.WearableCacheItemsDirty = false;
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}
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}
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}
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/*
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* The following Catch types DO NOT WORK with m_BakedTextureModule.Get
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* it jumps to the General Packet Exception Handler if you don't catch Exception!
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*
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catch (System.Net.Sockets.SocketException)
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{
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cacheItems = null;
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}
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catch (WebException)
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{
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cacheItems = null;
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}
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catch (InvalidOperationException)
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{
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cacheItems = null;
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} */
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catch (Exception)
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{
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// The service logs a sufficient error message.
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// The service logs a sufficient error message.
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}
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if (savedcache != null)
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existingitems = savedcache;
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}
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}
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// Existing items null means it's a fully new appearance
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if (existingitems == null)
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{
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for (int i = 0; i < maxCacheitemsLoop; i++)
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{
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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@ -205,7 +201,7 @@ namespace OpenSim.Region.ClientStack.Linden
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AppearanceManager.DEFAULT_AVATAR_TEXTURE;
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continue;
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}
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cacheItems[i].TextureID =face.TextureID;
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cacheItems[i].TextureID = face.TextureID;
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if (m_scene.AssetService != null)
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cacheItems[i].TextureAsset =
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m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
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@ -214,15 +210,10 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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m_log.WarnFormat("[CACHEDBAKES]: Invalid Texture Index Provided, Texture doesn't exist or hasn't been uploaded yet {0}, the max is {1}. Skipping!", cacheItems[i].TextureIndex, textureEntry.FaceTextures.Length);
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}
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}
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}
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else
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{
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// for each uploaded baked texture
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{
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for (int i = 0; i < maxCacheitemsLoop; i++)
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{
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if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
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@ -253,27 +244,24 @@ namespace OpenSim.Region.ClientStack.Linden
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}
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}
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}
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p.Appearance.WearableCacheItems = cacheItems;
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if (m_BakedTextureModule != null)
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{
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m_BakedTextureModule.Store(remoteClient.AgentId, cacheItems);
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p.Appearance.WearableCacheItemsDirty = true;
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}
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else
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p.Appearance.WearableCacheItemsDirty = false;
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for (int iter = 0; iter < maxCacheitemsLoop; iter++)
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{
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m_log.Debug("[CacheitemsLeaving] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
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cacheItems[iter].TextureID);
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}
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}
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}
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for (int iter = 0; iter < maxCacheitemsLoop; iter++)
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{
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m_log.Debug("[CacheitemsLeaving] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
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cacheItems[iter].TextureID);
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}
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}
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*/
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public void PostInitialise()
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{
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}
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@ -3684,6 +3684,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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avp.Sender.IsTrial = false;
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avp.Sender.ID = agentID;
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avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
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// this need be use in future
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// avp.AppearanceData[0].AppearanceVersion = 0;
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// avp.AppearanceData[0].CofVersion = 0;
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//m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
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OutPacket(avp, ThrottleOutPacketType.Task);
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}
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@ -12006,8 +12011,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
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if (cachedtex.AgentData.SessionID != SessionId)
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return false;
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return false;
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// TODO: don't create new blocks if recycling an old packet
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cachedresp.AgentData.AgentID = AgentId;
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@ -12022,23 +12026,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//WearableCacheItem[] items = fac.GetCachedItems(AgentId);
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IAssetService cache = m_scene.AssetService;
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IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
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//bakedTextureModule = null;
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int maxWearablesLoop = cachedtex.WearableData.Length;
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if (maxWearablesLoop > AvatarWearable.MAX_WEARABLES)
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maxWearablesLoop = AvatarWearable.MAX_WEARABLES;
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// if (bakedTextureModule != null && cache != null)
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int cacheHits = 0;
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if (cache != null)
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{
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// We need to make sure the asset stored in the bake is available on this server also by it's assetid before we map it to a Cacheid
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WearableCacheItem[] cacheItems = null;
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ScenePresence p = m_scene.GetScenePresence(AgentId);
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if (p.Appearance != null)
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if (p!= null && p.Appearance != null)
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{
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if (p.Appearance.WearableCacheItems == null || p.Appearance.WearableCacheItemsDirty)
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/* we should only check bakedTextureModule at login or when appearance changes
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if (p.Appearance.WearableCacheItems == null) // currently with a caching only bakemodule Appearance.Wearables.dirty as no use
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{
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IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
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if (bakedTextureModule != null)
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{
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m_log.Debug("[ HandleAgentTextureCached] bakedTextureModule");
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@ -12047,23 +12055,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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cacheItems = bakedTextureModule.Get(AgentId);
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p.Appearance.WearableCacheItems = cacheItems;
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p.Appearance.WearableCacheItemsDirty = false;
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if (cacheItems != null)
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{
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foreach (WearableCacheItem item in cacheItems)
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{
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if (item.TextureAsset != null)
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{
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item.TextureAsset.Temporary = true;
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item.TextureAsset.Local = true;
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cache.Store(item.TextureAsset);
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}
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}
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}
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}
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/*
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* The following Catch types DO NOT WORK, it jumps to the General Packet Exception Handler if you don't catch Exception!
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*
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catch (System.Net.Sockets.SocketException)
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{
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cacheItems = null;
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}
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catch (WebException)
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{
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cacheItems = null;
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}
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catch (InvalidOperationException)
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{
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cacheItems = null;
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} */
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catch (Exception)
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{
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cacheItems = null;
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@ -12075,36 +12081,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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cacheItems = p.Appearance.WearableCacheItems;
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}
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*/
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cacheItems = p.Appearance.WearableCacheItems;
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}
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if (cache != null && cacheItems != null)
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{
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foreach (WearableCacheItem item in cacheItems)
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{
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if (cache.GetCached(item.TextureID.ToString()) == null)
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{
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item.TextureAsset.Temporary = true;
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cache.Store(item.TextureAsset);
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}
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}
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}
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if (cacheItems != null)
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{
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for (int i = 0; i < maxWearablesLoop; i++)
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{
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WearableCacheItem item =
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WearableCacheItem.SearchTextureIndex(cachedtex.WearableData[i].TextureIndex,cacheItems);
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int idx = cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex= cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].HostName = new byte[0];
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if (item != null && cachedtex.WearableData[i].ID == item.CacheId)
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if (cachedtex.WearableData[i].ID == cacheItems[idx].CacheId)
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{
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cachedresp.WearableData[i].TextureID = item.TextureID;
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cachedresp.WearableData[i].TextureID = cacheItems[idx].TextureID;
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cacheHits++;
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}
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else
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{
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@ -12124,36 +12117,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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}
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else
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else // no cache
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{
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if (cache == null)
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for (int i = 0; i < maxWearablesLoop; i++)
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{
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for (int i = 0; i < maxWearablesLoop; i++)
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{
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureID = UUID.Zero;
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//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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}
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else
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{
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for (int i = 0; i < maxWearablesLoop; i++)
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{
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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if (cache.GetCached(cachedresp.WearableData[i].TextureID.ToString()) == null)
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cachedresp.WearableData[i].TextureID = UUID.Zero;
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//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
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// else
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// cachedresp.WearableData[i].TextureID = UUID.Zero;
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// UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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cachedresp.WearableData[i].TextureID = UUID.Zero;
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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}
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m_log.DebugFormat("texture cached: hits {0}", cacheHits);
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cachedresp.Header.Zerocoded = true;
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OutPacket(cachedresp, ThrottleOutPacketType.Task);
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@ -188,27 +188,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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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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// string[] visualParamsStrings = new string[visualParams.Length];
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// for (int i = 0; i < visualParams.Length; i++)
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// visualParamsStrings[i] = visualParams[i].ToString();
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// m_log.DebugFormat(
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// "[AVFACTORY]: Setting visual params for {0} to {1}",
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// client.Name, string.Join(", ", visualParamsStrings));
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/*
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float oldHeight = sp.Appearance.AvatarHeight;
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changed = sp.Appearance.SetVisualParams(visualParams);
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if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
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((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
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*/
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// float oldoff = sp.Appearance.AvatarFeetOffset;
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// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
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changed = sp.Appearance.SetVisualParams(visualParams);
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// float off = sp.Appearance.AvatarFeetOffset;
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// Vector3 box = sp.Appearance.AvatarBoxSize;
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// if(oldoff != off || oldbox != box)
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// ((ScenePresence)sp).SetSize(box,off);
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}
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// Process the baked texture array
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@ -222,9 +202,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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// If bake textures are missing and this is not an NPC, request a rebake from client
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if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
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RequestRebake(sp, true);
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// rebake may messup caching, and should not be needed
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// if (!UpdateBakedTextureCache(sp,cacheItems) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
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// RequestRebake(sp, true);
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UpdateBakedTextureCache(sp, cacheItems);
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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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@ -377,13 +363,138 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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// called on textures update
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public bool UpdateBakedTextureCache(IScenePresence sp, WearableCacheItem[] cacheItems)
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{
|
||||
bool defonly = true; // are we only using default textures
|
||||
|
||||
// uploaded baked textures will be in assets local cache
|
||||
IAssetService cache = m_scene.AssetService;
|
||||
|
||||
int validDirtyBakes = 0;
|
||||
int hits = 0;
|
||||
|
||||
// our main cacheIDs mapper is p.Appearance.WearableCacheItems
|
||||
WearableCacheItem[] wearableCache = sp.Appearance.WearableCacheItems;
|
||||
|
||||
if (wearableCache == null)
|
||||
{
|
||||
wearableCache = WearableCacheItem.GetDefaultCacheItem();
|
||||
}
|
||||
|
||||
// Process received baked textures
|
||||
for (int i = 0; i < cacheItems.Length; i++)
|
||||
{
|
||||
int idx = (int)cacheItems[i].TextureIndex;
|
||||
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
|
||||
|
||||
// No face
|
||||
if (face == null)
|
||||
{
|
||||
// for some reason viewer is cleaning this
|
||||
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
|
||||
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
|
||||
{
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
defonly = false; // found a non-default texture reference
|
||||
|
||||
if(sp.Appearance.Texture.FaceTextures[idx].TextureID == wearableCache[idx].TextureID)
|
||||
{
|
||||
if(wearableCache[idx].CacheId != cacheItems[i].CacheId)
|
||||
{
|
||||
wearableCache[idx].CacheId = cacheItems[i].CacheId;
|
||||
validDirtyBakes++;
|
||||
hits++;
|
||||
//assuming this can only happen if asset is in cache
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
if (cache != null)
|
||||
wearableCache[idx].TextureAsset = cache.GetCached(face.TextureID.ToString());
|
||||
|
||||
if (wearableCache[idx].TextureAsset != null)
|
||||
{
|
||||
wearableCache[idx].CacheId = cacheItems[i].CacheId;
|
||||
wearableCache[idx].TextureID = sp.Appearance.Texture.FaceTextures[idx].TextureID;
|
||||
validDirtyBakes++;
|
||||
hits++;
|
||||
}
|
||||
else
|
||||
{
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sp.Appearance.WearableCacheItems = wearableCache;
|
||||
|
||||
// if we got a full set of baked textures save all in BakedTextureModule
|
||||
|
||||
if (validDirtyBakes == cacheItems.Length)
|
||||
{
|
||||
IBakedTextureModule m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
|
||||
if (m_BakedTextureModule != null)
|
||||
{
|
||||
m_log.Debug("[UpdateBakedCache] uploading to bakedModule cache");
|
||||
|
||||
m_BakedTextureModule.Store(sp.UUID, wearableCache);
|
||||
}
|
||||
}
|
||||
|
||||
// debug
|
||||
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
|
||||
{
|
||||
int j = AvatarAppearance.BAKE_INDICES[iter];
|
||||
m_log.Debug("[UpdateBCache] {" + iter + "/" +
|
||||
sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
|
||||
sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
|
||||
sp.Appearance.WearableCacheItems[j].TextureID);
|
||||
}
|
||||
|
||||
// If we only found default textures, then the appearance is not cached
|
||||
return (defonly ? false : true);
|
||||
}
|
||||
|
||||
// called when we get a new root avatar
|
||||
public bool ValidateBakedTextureCache(IScenePresence sp)
|
||||
{
|
||||
bool defonly = true; // are we only using default textures
|
||||
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
|
||||
IAssetService cache = m_scene.AssetService;
|
||||
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
|
||||
WearableCacheItem[] wearableCache = null;
|
||||
|
||||
// debug
|
||||
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
|
||||
{
|
||||
int j = AvatarAppearance.BAKE_INDICES[iter];
|
||||
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[iter];
|
||||
if(face != null)
|
||||
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - " + face.TextureID);
|
||||
else
|
||||
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - No texture");
|
||||
}
|
||||
|
||||
|
||||
int hits = 0;
|
||||
// Cache wearable data for teleport.
|
||||
// Only makes sense if there's a bake module and a cache module
|
||||
if (bakedModule != null && cache != null)
|
||||
|
@ -394,41 +505,35 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
}
|
||||
catch (Exception)
|
||||
{
|
||||
|
||||
wearableCache = null;
|
||||
}
|
||||
|
||||
if (wearableCache != null)
|
||||
{
|
||||
for (int i = 0; i < wearableCache.Length; i++)
|
||||
{
|
||||
cache.Cache(wearableCache[i].TextureAsset);
|
||||
|
||||
m_log.Debug("[ValidateBakedCache] got bakedModule cache");
|
||||
|
||||
if (wearableCache[i].TextureAsset != null)
|
||||
{
|
||||
wearableCache[i].TextureAsset.Temporary = true;
|
||||
wearableCache[i].TextureAsset.Local = true;
|
||||
cache.Store(wearableCache[i].TextureAsset);
|
||||
}
|
||||
else
|
||||
{
|
||||
wearableCache[i].TextureID = UUID.Zero;
|
||||
wearableCache[i].CacheId = UUID.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
|
||||
if (invService.GetRootFolder(userID) != null)
|
||||
{
|
||||
WearableCacheItem[] wearableCache = null;
|
||||
if (bakedModule != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
wearableCache = bakedModule.Get(userID);
|
||||
appearance.WearableCacheItems = wearableCache;
|
||||
appearance.WearableCacheItemsDirty = false;
|
||||
foreach (WearableCacheItem item in wearableCache)
|
||||
{
|
||||
appearance.Texture.FaceTextures[item.TextureIndex].TextureID = item.TextureID;
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Process the texture entry
|
||||
if(wearableCache == null)
|
||||
wearableCache = WearableCacheItem.GetDefaultCacheItem();
|
||||
|
||||
// Process the baked textures
|
||||
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
|
||||
{
|
||||
int idx = AvatarAppearance.BAKE_INDICES[i];
|
||||
|
@ -437,61 +542,73 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
|||
// No face, so lets check our baked service cache, teleport or login.
|
||||
if (face == null)
|
||||
{
|
||||
if (wearableCache != null)
|
||||
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
|
||||
if (wearableCache[idx].TextureID != UUID.Zero)
|
||||
{
|
||||
// If we find the an appearance item, set it as the textureentry and the face
|
||||
WearableCacheItem searchitem = WearableCacheItem.SearchTextureIndex((uint) idx, wearableCache);
|
||||
if (searchitem != null)
|
||||
{
|
||||
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
|
||||
sp.Appearance.Texture.FaceTextures[idx].TextureID = searchitem.TextureID;
|
||||
face = sp.Appearance.Texture.FaceTextures[idx];
|
||||
}
|
||||
else
|
||||
{
|
||||
// if there is no texture entry and no baked cache, skip it
|
||||
continue;
|
||||
}
|
||||
sp.Appearance.Texture.FaceTextures[idx].TextureID = wearableCache[idx].TextureID;
|
||||
face = sp.Appearance.Texture.FaceTextures[idx];
|
||||
// let run to end of loop to check cache
|
||||
}
|
||||
else
|
||||
{
|
||||
//No texture entry face and no cache. Skip this face.
|
||||
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
|
||||
face = sp.Appearance.Texture.FaceTextures[idx];
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
|
||||
// face.TextureID, idx, client.Name, client.AgentId);
|
||||
|
||||
// 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)
|
||||
{
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
defonly = false; // found a non-default texture reference
|
||||
|
||||
if(wearableCache[idx].TextureID != sp.Appearance.Texture.FaceTextures[idx].TextureID)
|
||||
{
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
wearableCache[idx].TextureAsset = null;
|
||||
if (cache != null)
|
||||
{
|
||||
if (!cache.Check(face.TextureID.ToString()))
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
|
||||
return false;
|
||||
wearableCache[idx].TextureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
|
||||
if (wearableCache[idx].TextureAsset == null)
|
||||
{
|
||||
wearableCache[idx].CacheId = UUID.Zero;
|
||||
wearableCache[idx].TextureID = UUID.Zero;
|
||||
}
|
||||
else
|
||||
hits++;
|
||||
}
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
|
||||
sp.Appearance.WearableCacheItems = wearableCache;
|
||||
|
||||
m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1} {2} {3}", sp.Name, sp.UUID, hits, defonly.ToString());
|
||||
// debug
|
||||
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
|
||||
{
|
||||
int j = AvatarAppearance.BAKE_INDICES[iter];
|
||||
m_log.Debug("[ValidateBakedCache] {" + iter + "/" +
|
||||
sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
|
||||
sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
|
||||
sp.Appearance.WearableCacheItems[j].TextureID);
|
||||
}
|
||||
|
||||
// If we only found default textures, then the appearance is not cached
|
||||
return (defonly ? false : true);
|
||||
}
|
||||
|
||||
public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
|
||||
{
|
||||
int texturesRebaked = 0;
|
||||
|
|
|
@ -3502,7 +3502,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we aren't using a cached appearance, then clear out the baked textures
|
||||
if (!cachedappearance)
|
||||
{
|
||||
Appearance.ResetAppearance();
|
||||
// Appearance.ResetAppearance();
|
||||
// save what ????
|
||||
// maybe needed so the tryretry repair works?
|
||||
if (m_scene.AvatarFactory != null)
|
||||
|
|
Loading…
Reference in New Issue