Merge branch 'master' into careminster
commit
efa4284391
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@ -1545,7 +1545,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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options["profile"] = (string)requestData["profile"];
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}
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if (requestData["noassets"].ToString() == "true")
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if ((string)requestData["noassets"] == "true")
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{
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options["noassets"] = (string)requestData["noassets"] ;
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}
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@ -104,7 +104,7 @@ namespace OpenSim.Capabilities.Handlers
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}
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catch (Exception e)
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{
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m_log.Error("[UPLOAD BAKED TEXTURE HANDLER]: " + e.ToString());
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m_log.ErrorFormat("[UPLOAD BAKED TEXTURE HANDLER]: {0}{1}", e.Message, e.StackTrace);
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}
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return null;
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@ -117,7 +117,7 @@ namespace OpenSim.Capabilities.Handlers
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/// <param name="data"></param>
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private void BakedTextureUploaded(UUID assetID, byte[] data)
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{
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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// m_log.DebugFormat("[UPLOAD BAKED TEXTURE HANDLER]: Received baked texture {0}", assetID.ToString());
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AssetBase asset;
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_HostCapsObj.AgentID.ToString());
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@ -264,10 +264,12 @@ namespace OpenSim.Framework
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}
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/// <summary>
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/// Set up appearance textures.
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/// Returns boolean that indicates whether the new entries actually change the
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/// existing values.
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/// Set up appearance texture ids.
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/// </summary>
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/// <returns>
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/// True if any existing texture id was changed by the new data.
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/// False if there were no changes or no existing texture ids.
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/// </returns>
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public virtual bool SetTextureEntries(Primitive.TextureEntry textureEntry)
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{
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if (textureEntry == null)
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@ -284,25 +286,30 @@ namespace OpenSim.Framework
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if (newface == null)
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{
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if (oldface == null) continue;
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if (oldface == null)
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continue;
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}
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else
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{
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if (oldface != null && oldface.TextureID == newface.TextureID) continue;
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if (oldface != null && oldface.TextureID == newface.TextureID)
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continue;
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}
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changed = true;
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}
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m_texture = textureEntry;
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return changed;
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}
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/// <summary>
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/// Set up visual parameters for the avatar and refresh the avatar height
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/// Returns boolean that indicates whether the new entries actually change the
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/// existing values.
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/// </summary>
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/// <returns>
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/// True if any existing visual parameter was changed by the new data.
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/// False if there were no changes or no existing visual parameters.
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/// </returns>
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public virtual bool SetVisualParams(byte[] visualParams)
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{
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if (visualParams == null)
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@ -452,6 +452,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public LLClientView(EndPoint remoteEP, Scene scene, LLUDPServer udpServer, LLUDPClient udpClient, AuthenticateResponse sessionInfo,
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UUID agentId, UUID sessionId, uint circuitCode)
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{
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// DebugPacketLevel = 1;
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RegisterInterface<IClientIM>(this);
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RegisterInterface<IClientChat>(this);
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RegisterInterface<IClientIPEndpoint>(this);
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@ -4951,8 +4953,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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update.Scale = new Vector3(0.45f, 0.6f, 1.9f);
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update.Text = Utils.EmptyBytes;
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update.TextColor = new byte[4];
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// Don't send texture anim for avatars - this has no meaning for them.
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update.TextureAnim = Utils.EmptyBytes;
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update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
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// Don't send texture entry for avatars here - this is accomplished via the AvatarAppearance packet
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update.TextureEntry = Utils.EmptyBytes;
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// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
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update.UpdateFlags = (uint)(
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PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
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PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
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@ -6062,7 +6070,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// for the client session anyway, in order to protect ourselves against bad code in plugins
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try
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{
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byte[] visualparams = new byte[appear.VisualParam.Length];
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for (int i = 0; i < appear.VisualParam.Length; i++)
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visualparams[i] = appear.VisualParam[i].ParamValue;
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@ -11344,9 +11351,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Send a response back to a client when it asks the asset server (via the region server) if it has
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/// its appearance texture cached.
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///
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/// At the moment, we always reply that there is no cached texture.
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/// </summary>
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/// <remarks>
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/// At the moment, we always reply that there is no cached texture.
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/// </remarks>
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/// <param name="simclient"></param>
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/// <param name="packet"></param>
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/// <returns></returns>
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@ -11356,7 +11364,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
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AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
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if (cachedtex.AgentData.SessionID != SessionId) return false;
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if (cachedtex.AgentData.SessionID != SessionId)
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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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@ -11754,6 +11763,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (DebugPacketLevel <= 50 && packet.Type == PacketType.ImprovedTerseObjectUpdate)
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logPacket = false;
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if (DebugPacketLevel <= 25 && packet.Type == PacketType.ObjectPropertiesFamily)
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logPacket = false;
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if (logPacket)
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m_log.DebugFormat(
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"[CLIENT]: PACKET OUT to {0} ({1}) in {2} - {3}",
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@ -11811,6 +11823,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (DebugPacketLevel <= 100 && (packet.Type == PacketType.ViewerEffect || packet.Type == PacketType.AgentAnimation))
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logPacket = false;
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if (DebugPacketLevel <= 25 && packet.Type == PacketType.RequestObjectPropertiesFamily)
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logPacket = false;
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if (logPacket)
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m_log.DebugFormat(
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"[CLIENT]: PACKET IN from {0} ({1}) in {2} - {3}",
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@ -26,16 +26,15 @@
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Threading;
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using System.Text;
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using System.Timers;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using System.Threading;
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using System.Timers;
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using System.Collections.Generic;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Services.Interfaces;
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@ -45,6 +44,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public class AvatarFactoryModule : IAvatarFactoryModule, IRegionModule
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public const string BAKED_TEXTURES_REPORT_FORMAT = "{0,-9} {1}";
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private Scene m_scene = null;
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private int m_savetime = 5; // seconds to wait before saving changed appearance
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@ -147,9 +149,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// Process the baked texture array
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if (textureEntry != null)
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{
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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m_log.InfoFormat("[AVFACTORY]: received texture update for {0}", sp.UUID);
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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ValidateBakedTextureCache(sp, false);
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// This appears to be set only in the final stage of the appearance
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@ -254,9 +260,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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/// <summary>
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/// Queue up a request to send appearance, makes it possible to
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/// accumulate changes without sending out each one separately.
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/// Queue up a request to send appearance.
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/// </summary>
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/// <remarks>
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/// Makes it possible to accumulate changes without sending out each one separately.
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/// </remarks>
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/// <param name="agentId"></param>
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
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@ -404,11 +413,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_savequeue.Remove(avatarID);
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}
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}
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}
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// We must lock both queues here so that QueueAppearanceSave() or *Send() don't m_updateTimer.Start() on
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// another thread inbetween the first count calls and m_updateTimer.Stop() on this thread.
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lock (m_sendqueue)
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if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
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m_updateTimer.Stop();
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}
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}
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private void SaveAppearance(UUID agentid)
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{
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@ -553,5 +565,37 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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}
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#endregion
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public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
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{
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outputAction("For {0} in {1}", sp.Name, m_scene.RegionInfo.RegionName);
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outputAction(BAKED_TEXTURES_REPORT_FORMAT, "Bake Type", "UUID");
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Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp.UUID);
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foreach (BakeType bt in bakedTextures.Keys)
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{
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string rawTextureID;
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if (bakedTextures[bt] == null)
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{
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rawTextureID = "not set";
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}
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else
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{
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rawTextureID = bakedTextures[bt].TextureID.ToString();
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if (m_scene.AssetService.Get(rawTextureID) == null)
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rawTextureID += " (not found)";
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else
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rawTextureID += " (uploaded)";
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}
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outputAction(BAKED_TEXTURES_REPORT_FORMAT, bt, rawTextureID);
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}
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bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
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outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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}
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}
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}
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@ -31,9 +31,10 @@ using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate void ReportOutputAction(string format, params object[] args);
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public interface IAvatarFactoryModule
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{
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void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
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/// <summary>
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@ -63,5 +64,13 @@ namespace OpenSim.Region.Framework.Interfaces
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bool ValidateBakedTextureCache(IScenePresence sp);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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/// <summary>
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/// Get a report about the current state of a scene presence's baked appearance textures.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="reportOutputAction"></param>
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/// <returns></returns>
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void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction reportOutputAction);
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}
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}
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@ -2554,7 +2554,10 @@ namespace OpenSim.Region.Framework.Scenes
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// again here... this comes after the cached appearance check because the avatars
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// appearance goes into the avatar update packet
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SendAvatarDataToAllAgents();
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SendAppearanceToAgent(this);
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// Sending us our own appearance does not seem to be necessary, and the viewer warns in the log if you do
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// this.
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// SendAppearanceToAgent(this);
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// If we are using the the cached appearance then send it out to everyone
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if (cachedappearance)
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@ -2689,7 +2692,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendAppearanceToAgent(ScenePresence avatar)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
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// "[SCENE PRESENCE]: Sending appearance data from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
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avatar.ControllingClient.SendAppearance(
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UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
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@ -50,8 +50,6 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public const string SHOW_APPEARANCE_FORMAT = "{0,-9} {1}";
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private Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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// private IAvatarFactoryModule m_avatarFactory;
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@ -197,37 +195,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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ScenePresence sp = scene.GetScenePresence(optionalTargetFirstName, optionalTargetLastName);
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if (sp != null && !sp.IsChildAgent)
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{
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MainConsole.Instance.OutputFormat("For {0} in {1}", sp.Name, scene.RegionInfo.RegionName);
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MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, "Bake Type", "UUID");
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Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
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= scene.AvatarFactory.GetBakedTextureFaces(sp.UUID);
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foreach (BakeType bt in bakedTextures.Keys)
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{
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string rawTextureID;
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if (bakedTextures[bt] == null)
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{
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rawTextureID = "not set";
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}
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else
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{
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rawTextureID = bakedTextures[bt].TextureID.ToString();
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if (scene.AssetService.Get(rawTextureID) == null)
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rawTextureID += " (not found)";
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else
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rawTextureID += " (uploaded)";
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}
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MainConsole.Instance.OutputFormat(SHOW_APPEARANCE_FORMAT, bt, rawTextureID);
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}
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
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MainConsole.Instance.OutputFormat(
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"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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}
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scene.AvatarFactory.WriteBakedTexturesReport(sp, MainConsole.Instance.OutputFormat);
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}
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else
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||||
{
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Loading…
Reference in New Issue