Various bug fixes for appearance handling: more aggressive reset of textures and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data.

Cleaned up (and added) debugging.
viewer-2-initial-appearance
Mic Bowman 2010-12-03 16:17:50 -08:00 committed by Melanie
parent b69c5d6633
commit df860516bf
4 changed files with 126 additions and 65 deletions

View File

@ -48,7 +48,7 @@ namespace OpenSim.Framework
public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
protected UUID m_owner;
protected int m_serial = 1;
protected int m_serial = 0;
protected byte[] m_visualparams;
protected Primitive.TextureEntry m_texture;
protected AvatarWearable[] m_wearables;
@ -103,7 +103,7 @@ namespace OpenSim.Framework
{
// m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance for {0}",owner);
m_serial = 1;
m_serial = 0;
m_owner = owner;
SetDefaultWearables();
@ -127,7 +127,7 @@ namespace OpenSim.Framework
{
// m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID);
m_serial = 1;
m_serial = 0;
m_owner = avatarID;
if (wearables != null)
@ -160,7 +160,7 @@ namespace OpenSim.Framework
if (appearance == null)
{
m_serial = 1;
m_serial = 0;
m_owner = UUID.Zero;
SetDefaultWearables();
@ -229,6 +229,24 @@ namespace OpenSim.Framework
m_wearables = AvatarWearable.DefaultWearables;
}
/// <summary>
/// Invalidate all of the baked textures in the appearance, useful
/// if you know that none are valid
/// </summary>
public virtual void ResetAppearance()
{
m_serial = 0;
SetDefaultParams();
SetDefaultTexture();
//for (int i = 0; i < BAKE_INDICES.Length; i++)
// {
// int idx = BAKE_INDICES[i];
// m_texture.FaceTextures[idx].TextureID = UUID.Zero;
// }
}
protected virtual void SetDefaultParams()
{
m_visualparams = new byte[] { 33,61,85,23,58,127,63,85,63,42,0,85,63,36,85,95,153,63,34,0,63,109,88,132,63,136,81,85,103,136,127,0,150,150,150,127,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,104,0,0,0,0,0,0,0,0,0,145,216,133,0,127,0,127,170,0,0,127,127,109,85,127,127,63,85,42,150,150,150,150,150,150,150,25,150,150,150,0,127,0,0,144,85,127,132,127,85,0,127,127,127,127,127,127,59,127,85,127,127,106,47,79,127,127,204,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,36,85,131,127,127,127,153,95,0,140,75,27,127,127,0,150,150,198,0,0,63,30,127,165,209,198,127,127,153,204,51,51,255,255,255,204,0,255,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,127,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 };
@ -240,9 +258,10 @@ namespace OpenSim.Framework
protected virtual void SetDefaultTexture()
{
m_texture = new Primitive.TextureEntry(new UUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
for (uint i = 0; i < TEXTURE_COUNT; i++)
m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
// for (uint i = 0; i < TEXTURE_COUNT; i++)
// m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
}
/// <summary>
@ -274,9 +293,6 @@ namespace OpenSim.Framework
}
changed = true;
// if (newface != null)
// m_log.WarnFormat("[AVATAR APPEARANCE]: index {0}, new texture id {1}",i,newface.TextureID);
}
m_texture = textureEntry;

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@ -990,6 +990,7 @@ namespace OpenSim.Framework.Capabilities
public void BakedTextureUploaded(UUID assetID, byte[] data)
{
// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
AssetBase asset;
asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
asset.Data = data;
@ -1331,6 +1332,7 @@ namespace OpenSim.Framework.Capabilities
newAssetID = UUID.Random();
uploaderPath = path;
httpListener = httpServer;
m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
}
/// <summary>
@ -1358,6 +1360,8 @@ namespace OpenSim.Framework.Capabilities
handlerUpLoad(newAssetID, data);
}
m_log.InfoFormat("[CAPS] baked texture upload completed for {0}",newAssetID);
return res;
}
}

View File

@ -115,7 +115,18 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#endregion
/// <summary>
/// Check for the existence of the baked texture assets. Request a rebake
/// unless checkonly is true.
/// </summary>
/// <param name="client"></param>
/// <param name="checkonly"></param>
public bool ValidateBakedTextureCache(IClientAPI client)
{
return ValidateBakedTextureCache(client, true);
}
private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
{
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
@ -131,15 +142,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
// if there is no texture entry, skip it
if (face == null)
continue;
// 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)
continue;
defonly = false; // found a non-default texture reference
if (! CheckBakedTextureAsset(client,face.TextureID,idx))
return false;
{
// the asset didn't exist if we are only checking, then we found a bad
// one and we're done otherwise, ask for a rebake
if (checkonly) return false;
m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID);
client.SendRebakeAvatarTextures(face.TextureID);
}
}
m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId);
// If we only found default textures, then the appearance is not cached
return (defonly ? false : true);
}
@ -158,55 +187,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return;
}
// m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId);
// TODO: This is probably not necessary any longer, just assume the
// textureEntry set implies that the appearance transaction is complete
bool changed = false;
// Process the texture entry transactionally, this doesn't guarantee that Appearance is
// going to be handled correctly but it does serialize the updates to the appearance
lock (m_setAppearanceLock)
{
if (textureEntry != null)
{
changed = sp.Appearance.SetTextureEntries(textureEntry);
// m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId);
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
Util.FireAndForget(delegate(object o) {
if (! CheckBakedTextureAsset(client,face.TextureID,idx))
client.SendRebakeAvatarTextures(face.TextureID);
});
}
m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
}
// Process the visual params, this may change height as well
if (visualParams != null)
{
if (sp.Appearance.SetVisualParams(visualParams))
{
changed = true;
if (sp.Appearance.AvatarHeight > 0)
sp.SetHeight(sp.Appearance.AvatarHeight);
}
changed = sp.Appearance.SetVisualParams(visualParams);
if (sp.Appearance.AvatarHeight > 0)
sp.SetHeight(sp.Appearance.AvatarHeight);
}
// Process the baked texture array
if (textureEntry != null)
{
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId);
Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
// 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
// appearance send and save here.
QueueAppearanceSave(client.AgentId);
QueueAppearanceSend(client.AgentId);
}
}
// If something changed in the appearance then queue an appearance save
if (changed)
QueueAppearanceSave(client.AgentId);
// And always queue up an appearance update to send out
QueueAppearanceSend(client.AgentId);
// m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
}
/// <summary>
@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#region UpdateAppearanceTimer
/// <summary>
/// Queue up a request to send appearance, makes it possible to
/// accumulate changes without sending out each one separately.
/// </summary>
public void QueueAppearanceSend(UUID agentid)
{
// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
}
private void HandleAppearanceSave(UUID agentid)
@ -353,9 +377,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
// we need to clean out the existing textures
sp.Appearance.ResetAppearance();
// operate on a copy of the appearance so we don't have to lock anything
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < AvatarWearable.MAX_WEARABLES)

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@ -2418,30 +2418,44 @@ namespace OpenSim.Region.Framework.Scenes
// the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
// This agent just became root. We are going to tell everyone about it. The process of
// getting other avatars information was initiated in the constructor... don't do it
// again here...
SendAvatarDataToAllAgents();
bool cachedappearance = false;
// We have an appearance but we may not have the baked textures. Check the asset cache
// to see if all the baked textures are already here.
if (m_scene.AvatarFactory != null)
{
if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
{
// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
SendAppearanceToAgent(this);
// If the avatars baked textures are all in the cache, then we have a
// complete appearance... send it out, if not, then we'll send it when
// the avatar finishes updating its appearance
SendAppearanceToAllOtherAgents();
}
cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
}
else
{
m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
}
// If we aren't using a cached appearance, then clear out the baked textures
if (! cachedappearance)
{
m_appearance.ResetAppearance();
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(UUID);
}
// This agent just became root. We are going to tell everyone about it. The process of
// getting other avatars information was initiated in the constructor... don't do it
// again here... this comes after the cached appearance check because the avatars
// appearance goes into the avatar update packet
SendAvatarDataToAllAgents();
SendAppearanceToAgent(this);
// If we are using the the cached appearance then send it out to everyone
if (cachedappearance)
{
m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
// If the avatars baked textures are all in the cache, then we have a
// complete appearance... send it out, if not, then we'll send it when
// the avatar finishes updating its appearance
SendAppearanceToAllOtherAgents();
}
}
/// <summary>
@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Send avatar data to an agent.
/// </summary>
/// <param name="avatar"></param>
private void SendAvatarDataToAgent(ScenePresence avatar)
public void SendAvatarDataToAgent(ScenePresence avatar)
{
// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Send appearance data to an agent.
/// </summary>
/// <param name="avatar"></param>
private void SendAppearanceToAgent(ScenePresence avatar)
public void SendAppearanceToAgent(ScenePresence avatar)
{
// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);