Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

iar_mods
Justin Clark-Casey (justincc) 2012-02-15 01:50:57 +00:00
commit f574d3c8fc
4 changed files with 102 additions and 24 deletions

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@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#region IAvatarFactoryModule #region IAvatarFactoryModule
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
/// <param name="visualParam"></param>
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
{
SetAppearance(sp, appearance.Texture, appearance.VisualParams);
}
/// <summary> /// <summary>
/// Set appearance data (texture asset IDs and slider settings) /// Set appearance data (texture asset IDs and slider settings)
/// </summary> /// </summary>
@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
// WriteBakedTexturesReport(sp, m_log.DebugFormat); // WriteBakedTexturesReport(sp, m_log.DebugFormat);
if (!ValidateBakedTextureCache(sp))
// 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); RequestRebake(sp, true);
// This appears to be set only in the final stage of the appearance // 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 // update transaction. In theory, we should be able to do an immediate
// appearance send and save here. // appearance send and save here.
} }
// NPC should send to clients immediately and skip saving appearance
if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
{
SendAppearance((ScenePresence)sp);
return;
}
// save only if there were changes, send no matter what (doesn't hurt to send twice) // save only if there were changes, send no matter what (doesn't hurt to send twice)
if (changed) if (changed)
QueueAppearanceSave(sp.ControllingClient.AgentId); QueueAppearanceSave(sp.ControllingClient.AgentId);
@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// 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());
} }
private void SendAppearance(ScenePresence sp)
{
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
}
public bool SendAppearance(UUID agentId) public bool SendAppearance(UUID agentId)
{ {
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return false; return false;
} }
// Send the appearance to everyone in the scene SendAppearance(sp);
sp.SendAppearanceToAllOtherAgents();
// Send animations back to the avatar as well
sp.Animator.SendAnimPack();
return true; return true;
} }
@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt"); outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
} }
} }
} }

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@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IAvatarFactoryModule public interface IAvatarFactoryModule
{ {
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
/// <summary> /// <summary>

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@ -30,6 +30,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.Specialized; using System.Collections.Specialized;
using System.Reflection; using System.Reflection;
using System.Threading;
using Nwc.XmlRpc; using Nwc.XmlRpc;
@ -167,6 +168,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
private bool m_debugEnabled = false; private bool m_debugEnabled = false;
private Dictionary<string, bool> m_pendingRequests = new Dictionary<string,bool>();
private ExpiringCache<string, OSDMap> m_memoryCache; private ExpiringCache<string, OSDMap> m_memoryCache;
private int m_cacheTimeout = 30; private int m_cacheTimeout = 30;
@ -1348,6 +1351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
// Immediately forward the request if the cache is disabled. // Immediately forward the request if the cache is disabled.
if (m_cacheTimeout == 0) if (m_cacheTimeout == 0)
{ {
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: cache is disabled");
return WebUtil.PostToService(m_groupsServerURI, requestArgs); return WebUtil.PostToService(m_groupsServerURI, requestArgs);
} }
@ -1355,6 +1359,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
if (requestArgs["RequestMethod"] == "RemoveGeneric" if (requestArgs["RequestMethod"] == "RemoveGeneric"
|| requestArgs["RequestMethod"] == "AddGeneric") || requestArgs["RequestMethod"] == "AddGeneric")
{ {
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: clearing generics cache");
// Any and all updates cause the cache to clear // Any and all updates cause the cache to clear
m_memoryCache.Clear(); m_memoryCache.Clear();
@ -1366,18 +1372,67 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
// Create the cache key for the request and see if we have it cached // Create the cache key for the request and see if we have it cached
string CacheKey = WebUtil.BuildQueryString(requestArgs); string CacheKey = WebUtil.BuildQueryString(requestArgs);
OSDMap response = null;
if (!m_memoryCache.TryGetValue(CacheKey, out response))
{
// if it wasn't in the cache, pass the request to the Simian Grid Services
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
// and cache the response // This code uses a leader/follower pattern. On a cache miss, the request is added
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout)); // to a queue; the first thread to add it to the queue completes the request while
// follow on threads busy wait for the results, this situation seems to happen
// often when checking permissions
while (true)
{
OSDMap response = null;
bool firstRequest = false;
lock (m_memoryCache)
{
if (m_memoryCache.TryGetValue(CacheKey, out response))
return response;
if (! m_pendingRequests.ContainsKey(CacheKey))
{
m_pendingRequests.Add(CacheKey,true);
firstRequest = true;
}
}
if (firstRequest)
{
// if it wasn't in the cache, pass the request to the Simian Grid Services
try
{
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
}
catch (Exception e)
{
m_log.InfoFormat("[SIMIAN GROUPS CONNECTOR] request failed {0}",CacheKey);
}
// and cache the response
lock (m_memoryCache)
{
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
m_pendingRequests.Remove(CacheKey);
}
return response;
}
Thread.Sleep(50); // waiting for a web request to complete, 50msecs is reasonable
} }
// return cached response // if (!m_memoryCache.TryGetValue(CacheKey, out response))
return response; // {
// m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: query not in the cache");
// Util.PrintCallStack();
// // if it wasn't in the cache, pass the request to the Simian Grid Services
// response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
// // and cache the response
// m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
// }
// // return cached response
// return response;
} }
#endregion #endregion

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@ -96,15 +96,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
if (!m_avatars.ContainsKey(agentId)) if (!m_avatars.ContainsKey(agentId))
return false; return false;
// Delete existing sp attachments
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false); scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); // Set new sp appearance. Also sends to clients.
sp.Appearance = npcAppearance; scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
// Rez needed sp attachments
scene.AttachmentsModule.RezAttachments(sp); scene.AttachmentsModule.RezAttachments(sp);
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
module.SendAppearance(sp.UUID);
return true; return true;
} }