minor clean, dont check for cache if we aren't using it..

avinationmerge
UbitUmarov 2014-08-07 08:47:03 +01:00
parent 1408c9eee7
commit dfa9ba0937
2 changed files with 29 additions and 107 deletions

View File

@ -12016,115 +12016,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// TODO: don't create new blocks if recycling an old packet // TODO: don't create new blocks if recycling an old packet
cachedresp.AgentData.AgentID = AgentId; cachedresp.AgentData.AgentID = AgentId;
cachedresp.AgentData.SessionID = m_sessionId; cachedresp.AgentData.SessionID = m_sessionId;
// cachedresp.AgentData.SerialNum = m_cachedTextureSerial;
// m_cachedTextureSerial++;
cachedresp.AgentData.SerialNum = cachedtex.AgentData.SerialNum; cachedresp.AgentData.SerialNum = cachedtex.AgentData.SerialNum;
cachedresp.WearableData = cachedresp.WearableData =
new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length]; new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length];
//IAvatarFactoryModule fac = m_scene.RequestModuleInterface<IAvatarFactoryModule>();
// var item = fac.GetBakedTextureFaces(AgentId);
//WearableCacheItem[] items = fac.GetCachedItems(AgentId);
IAssetService cache = m_scene.AssetService;
//bakedTextureModule = null;
int maxWearablesLoop = cachedtex.WearableData.Length; int maxWearablesLoop = cachedtex.WearableData.Length;
if (maxWearablesLoop > AvatarWearable.MAX_WEARABLES) if (maxWearablesLoop > AvatarWearable.MAX_WEARABLES)
maxWearablesLoop = AvatarWearable.MAX_WEARABLES; maxWearablesLoop = AvatarWearable.MAX_WEARABLES;
int cacheHits = 0; 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 != null && p.Appearance != 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 cacheItems = p.Appearance.WearableCacheItems;
}
WearableCacheItem[] cacheItems = null; if (cacheItems != null)
{
ScenePresence p = m_scene.GetScenePresence(AgentId); for (int i = 0; i < maxWearablesLoop; i++)
if (p!= null && p.Appearance != null)
{ {
/* we should only check bakedTextureModule at login or when appearance changes int idx = cachedtex.WearableData[i].TextureIndex;
if (p.Appearance.WearableCacheItems == null) // currently with a caching only bakemodule Appearance.Wearables.dirty as no use
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].HostName = new byte[0];
if (cachedtex.WearableData[i].ID == cacheItems[idx].CacheId)
{ {
IBakedTextureModule bakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>(); cachedresp.WearableData[i].TextureID = cacheItems[idx].TextureID;
if (bakedTextureModule != null) cacheHits++;
{
m_log.Debug("[ HandleAgentTextureCached] bakedTextureModule");
try
{
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);
}
}
}
}
catch (Exception)
{
cacheItems = null;
}
}
} }
else
else if (p.Appearance.WearableCacheItems != null)
{ {
cacheItems = p.Appearance.WearableCacheItems;
}
*/
cacheItems = p.Appearance.WearableCacheItems;
}
if (cacheItems != null)
{
for (int i = 0; i < maxWearablesLoop; i++)
{
int idx = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
cachedresp.WearableData[i].HostName = new byte[0];
if (cachedtex.WearableData[i].ID == cacheItems[idx].CacheId)
{
cachedresp.WearableData[i].TextureID = cacheItems[idx].TextureID;
cacheHits++;
}
else
{
cachedresp.WearableData[i].TextureID = UUID.Zero;
}
}
}
else
{
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; cachedresp.WearableData[i].TextureID = UUID.Zero;
//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
cachedresp.WearableData[i].HostName = new byte[0];
} }
} }
} }
else // no cache else
{ {
for (int i = 0; i < maxWearablesLoop; i++) for (int i = 0; i < maxWearablesLoop; i++)
{ {
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); 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].TextureID = UUID.Zero; cachedresp.WearableData[i].TextureID = UUID.Zero;
//UUID.Parse("8334fb6e-c2f5-46ee-807d-a435f61a8d46");
cachedresp.WearableData[i].HostName = new byte[0]; cachedresp.WearableData[i].HostName = new byte[0];
} }
} }

View File

@ -493,18 +493,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
wearableCache = WearableCacheItem.GetDefaultCacheItem(); wearableCache = WearableCacheItem.GetDefaultCacheItem();
// debug int hits = 0;
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. // Cache wearable data for teleport.
// Only makes sense if there's a bake module and a cache module // Only makes sense if there's a bake module and a cache module
if (bakedModule != null && cache != null) if (bakedModule != null && cache != null)
@ -546,7 +535,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
int idx = AvatarAppearance.BAKE_INDICES[i]; int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// No face, so lets check our baked service cache, teleport or login. // No face, so lets check our cache
if (face == null || face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE) if (face == null || face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{ {
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx); sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
@ -560,8 +549,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{ {
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE; sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
face = sp.Appearance.Texture.FaceTextures[idx]; face = sp.Appearance.Texture.FaceTextures[idx];
wearableCache[idx].CacheId = UUID.Zero; // lets try not invalidating the cache entry
wearableCache[idx].TextureAsset = null; // wearableCache[idx].CacheId = UUID.Zero;
// wearableCache[idx].TextureAsset = null;
continue; continue;
} }
} }
@ -624,14 +614,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (face == null) if (face == null)
continue; 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) if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
continue; continue;