DANGER... changed bakedtextures caching. Assuming grid baking is cache

only, reduced number of accesses to it. TESTING
avinationmerge
UbitUmarov 2014-08-07 05:20:45 +01:00
parent 552b4e45e8
commit c3f9c99fb3
5 changed files with 301 additions and 220 deletions

View File

@ -46,7 +46,7 @@ namespace OpenSim.Framework
int itemmax = 21;
WearableCacheItem[] retitems = new WearableCacheItem[itemmax];
for (uint i=0;i<itemmax;i++)
retitems[i] = new WearableCacheItem() {CacheId = UUID.Zero, TextureID = UUID.Zero, TextureIndex = i + 1};
retitems[i] = new WearableCacheItem() {CacheId = UUID.Zero, TextureID = UUID.Zero, TextureIndex = i};
return retitems;
}
public static WearableCacheItem[] FromOSD(OSD pInput, IImprovedAssetCache dataCache)

View File

@ -96,9 +96,7 @@ namespace OpenSim.Region.ClientStack.Linden
s.EventManager.OnRemovePresence -= DeRegisterPresence;
m_BakedTextureModule = null;
m_scene = null;
}
}
public void RegionLoaded(Scene s)
{
@ -110,44 +108,58 @@ namespace OpenSim.Region.ClientStack.Linden
private void DeRegisterPresence(UUID agentId)
{
ScenePresence presence = null;
if (m_scene.TryGetScenePresence(agentId, out presence))
// ScenePresence presence = null;
// if (m_scene.TryGetScenePresence(agentId, out presence))
{
presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
// presence.ControllingClient.OnSetAppearance -= CaptureAppearanceSettings;
}
}
private void RegisterNewPresence(ScenePresence presence)
{
presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
// presence.ControllingClient.OnSetAppearance += CaptureAppearanceSettings;
}
private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
int maxCacheitemsLoop = cacheItems.Length;
if (maxCacheitemsLoop > AvatarWearable.MAX_WEARABLES)
{
maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
}
/* not in use. work done in AvatarFactoryModule ValidateBakedTextureCache() and UpdateBakedTextureCache()
private void CaptureAppearanceSettings(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
{
// if cacheItems.Length > 0 viewer is giving us current textures information.
// baked ones should had been uploaded and in assets cache as local itens
m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (cacheItems.Length > 0)
{
m_log.Debug("[Cacheitems]: " + cacheItems.Length);
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
ScenePresence p = null;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
{
if (cacheItems.Length == 0)
return; // no textures information, nothing to do
ScenePresence p = null;
if (!m_scene.TryGetScenePresence(remoteClient.AgentId, out p))
return; // what are we doing if there is no presence to cache for?
if (p.IsDeleted)
return; // does this really work?
int maxCacheitemsLoop = cacheItems.Length;
if (maxCacheitemsLoop > 20)
{
maxCacheitemsLoop = AvatarWearable.MAX_WEARABLES;
m_log.WarnFormat("[CACHEDBAKES]: Too Many Cache items Provided {0}, the max is {1}. Truncating!", cacheItems.Length, AvatarWearable.MAX_WEARABLES);
}
m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
// some nice debug
m_log.Debug("[Cacheitems]: " + cacheItems.Length);
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[Cacheitems] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
// p.Appearance.WearableCacheItems is in memory primary cashID to textures mapper
WearableCacheItem[] existingitems = p.Appearance.WearableCacheItems;
if (existingitems == null)
{
if (m_BakedTextureModule != null)
@ -161,38 +173,22 @@ namespace OpenSim.Region.ClientStack.Linden
p.Appearance.WearableCacheItems = savedcache;
p.Appearance.WearableCacheItemsDirty = false;
}
}
}
/*
* The following Catch types DO NOT WORK with m_BakedTextureModule.Get
* it jumps to the General Packet Exception Handler if you don't catch Exception!
*
catch (System.Net.Sockets.SocketException)
{
cacheItems = null;
}
catch (WebException)
{
cacheItems = null;
}
catch (InvalidOperationException)
{
cacheItems = null;
} */
catch (Exception)
{
// The service logs a sufficient error message.
// The service logs a sufficient error message.
}
if (savedcache != null)
existingitems = savedcache;
}
}
// Existing items null means it's a fully new appearance
if (existingitems == null)
{
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
@ -205,7 +201,7 @@ namespace OpenSim.Region.ClientStack.Linden
AppearanceManager.DEFAULT_AVATAR_TEXTURE;
continue;
}
cacheItems[i].TextureID =face.TextureID;
cacheItems[i].TextureID = face.TextureID;
if (m_scene.AssetService != null)
cacheItems[i].TextureAsset =
m_scene.AssetService.GetCached(cacheItems[i].TextureID.ToString());
@ -214,15 +210,10 @@ namespace OpenSim.Region.ClientStack.Linden
{
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);
}
}
}
else
{
// for each uploaded baked texture
{
for (int i = 0; i < maxCacheitemsLoop; i++)
{
if (textureEntry.FaceTextures.Length > cacheItems[i].TextureIndex)
@ -253,27 +244,24 @@ namespace OpenSim.Region.ClientStack.Linden
}
}
}
p.Appearance.WearableCacheItems = cacheItems;
if (m_BakedTextureModule != null)
{
m_BakedTextureModule.Store(remoteClient.AgentId, cacheItems);
p.Appearance.WearableCacheItemsDirty = true;
}
else
p.Appearance.WearableCacheItemsDirty = false;
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[CacheitemsLeaving] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
}
}
for (int iter = 0; iter < maxCacheitemsLoop; iter++)
{
m_log.Debug("[CacheitemsLeaving] {" + iter + "/" + cacheItems[iter].TextureIndex + "}: c-" + cacheItems[iter].CacheId + ", t-" +
cacheItems[iter].TextureID);
}
}
*/
public void PostInitialise()
{
}

View File

@ -3684,6 +3684,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
avp.Sender.IsTrial = false;
avp.Sender.ID = agentID;
avp.AppearanceData = new AvatarAppearancePacket.AppearanceDataBlock[0];
// this need be use in future
// avp.AppearanceData[0].AppearanceVersion = 0;
// avp.AppearanceData[0].CofVersion = 0;
//m_log.DebugFormat("[CLIENT]: Sending appearance for {0} to {1}", agentID.ToString(), AgentId.ToString());
OutPacket(avp, ThrottleOutPacketType.Task);
}
@ -12006,8 +12011,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
if (cachedtex.AgentData.SessionID != SessionId)
return false;
return false;
// TODO: don't create new blocks if recycling an old packet
cachedresp.AgentData.AgentID = AgentId;
@ -12022,23 +12026,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//WearableCacheItem[] items = fac.GetCachedItems(AgentId);
IAssetService cache = m_scene.AssetService;
IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
//bakedTextureModule = null;
int maxWearablesLoop = cachedtex.WearableData.Length;
if (maxWearablesLoop > AvatarWearable.MAX_WEARABLES)
maxWearablesLoop = AvatarWearable.MAX_WEARABLES;
// if (bakedTextureModule != null && cache != null)
int cacheHits = 0;
if (cache != null)
{
// 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
WearableCacheItem[] cacheItems = null;
ScenePresence p = m_scene.GetScenePresence(AgentId);
if (p.Appearance != null)
if (p!= null && p.Appearance != null)
{
if (p.Appearance.WearableCacheItems == null || p.Appearance.WearableCacheItemsDirty)
/* we should only check bakedTextureModule at login or when appearance changes
if (p.Appearance.WearableCacheItems == null) // currently with a caching only bakemodule Appearance.Wearables.dirty as no use
{
IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
if (bakedTextureModule != null)
{
m_log.Debug("[ HandleAgentTextureCached] bakedTextureModule");
@ -12047,23 +12055,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
cacheItems = bakedTextureModule.Get(AgentId);
p.Appearance.WearableCacheItems = cacheItems;
p.Appearance.WearableCacheItemsDirty = false;
if (cacheItems != null)
{
foreach (WearableCacheItem item in cacheItems)
{
if (item.TextureAsset != null)
{
item.TextureAsset.Temporary = true;
item.TextureAsset.Local = true;
cache.Store(item.TextureAsset);
}
}
}
}
/*
* The following Catch types DO NOT WORK, it jumps to the General Packet Exception Handler if you don't catch Exception!
*
catch (System.Net.Sockets.SocketException)
{
cacheItems = null;
}
catch (WebException)
{
cacheItems = null;
}
catch (InvalidOperationException)
{
cacheItems = null;
} */
catch (Exception)
{
cacheItems = null;
@ -12075,36 +12081,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
cacheItems = p.Appearance.WearableCacheItems;
}
*/
cacheItems = p.Appearance.WearableCacheItems;
}
if (cache != null && cacheItems != null)
{
foreach (WearableCacheItem item in cacheItems)
{
if (cache.GetCached(item.TextureID.ToString()) == null)
{
item.TextureAsset.Temporary = true;
cache.Store(item.TextureAsset);
}
}
}
if (cacheItems != null)
{
for (int i = 0; i < maxWearablesLoop; i++)
{
WearableCacheItem item =
WearableCacheItem.SearchTextureIndex(cachedtex.WearableData[i].TextureIndex,cacheItems);
int idx = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex= cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].HostName = new byte[0];
if (item != null && cachedtex.WearableData[i].ID == item.CacheId)
if (cachedtex.WearableData[i].ID == cacheItems[idx].CacheId)
{
cachedresp.WearableData[i].TextureID = item.TextureID;
cachedresp.WearableData[i].TextureID = cacheItems[idx].TextureID;
cacheHits++;
}
else
{
@ -12124,36 +12117,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
}
else
else // no cache
{
if (cache == null)
for (int i = 0; i < maxWearablesLoop; i++)
{
for (int i = 0; i < maxWearablesLoop; i++)
{
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].TextureID = UUID.Zero;
//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
cachedresp.WearableData[i].HostName = new byte[0];
}
}
else
{
for (int i = 0; i < maxWearablesLoop; i++)
{
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
if (cache.GetCached(cachedresp.WearableData[i].TextureID.ToString()) == null)
cachedresp.WearableData[i].TextureID = UUID.Zero;
//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
// else
// cachedresp.WearableData[i].TextureID = UUID.Zero;
// UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
cachedresp.WearableData[i].HostName = new byte[0];
}
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].TextureID = UUID.Zero;
cachedresp.WearableData[i].HostName = new byte[0];
}
}
m_log.DebugFormat("texture cached: hits {0}", cacheHits);
cachedresp.Header.Zerocoded = true;
OutPacket(cachedresp, ThrottleOutPacketType.Task);

View File

@ -188,27 +188,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Process the visual params, this may change height as well
if (visualParams != null)
{
// string[] visualParamsStrings = new string[visualParams.Length];
// for (int i = 0; i < visualParams.Length; i++)
// visualParamsStrings[i] = visualParams[i].ToString();
// m_log.DebugFormat(
// "[AVFACTORY]: Setting visual params for {0} to {1}",
// client.Name, string.Join(", ", visualParamsStrings));
/*
float oldHeight = sp.Appearance.AvatarHeight;
changed = sp.Appearance.SetVisualParams(visualParams);
if (sp.Appearance.AvatarHeight != oldHeight && sp.Appearance.AvatarHeight > 0)
((ScenePresence)sp).SetHeight(sp.Appearance.AvatarHeight);
*/
// float oldoff = sp.Appearance.AvatarFeetOffset;
// Vector3 oldbox = sp.Appearance.AvatarBoxSize;
changed = sp.Appearance.SetVisualParams(visualParams);
// float off = sp.Appearance.AvatarFeetOffset;
// Vector3 box = sp.Appearance.AvatarBoxSize;
// if(oldoff != off || oldbox != box)
// ((ScenePresence)sp).SetSize(box,off);
}
// Process the baked texture array
@ -222,9 +202,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
// If bake textures are missing and this is not an NPC, request a rebake from client
if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
RequestRebake(sp, true);
// rebake may messup caching, and should not be needed
// if (!UpdateBakedTextureCache(sp,cacheItems) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
// RequestRebake(sp, true);
UpdateBakedTextureCache(sp, cacheItems);
// This appears to be set only in the final stage of the appearance
// update transaction. In theory, we should be able to do an immediate
@ -377,13 +363,138 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
}
// called on textures update
public bool UpdateBakedTextureCache(IScenePresence sp, WearableCacheItem[] cacheItems)
{
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;

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@ -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)