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authorMic Bowman2010-11-29 16:24:16 -0800
committerMelanie2010-11-30 16:20:43 +0100
commitab2adaf3418e5a64c7d94305d45489310eaa2ab0 (patch)
tree7f80d7795fdc6c4dfb0911ed87af8d8d0131b275 /OpenSim/Region/CoreModules/Avatar
parentPrevent the restart module from barfing if it's not configured (diff)
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Various bug fixes for appearance handling
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs93
1 files changed, 59 insertions, 34 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index ab1c206..63e7ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -115,8 +115,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
115 115
116 #endregion 116 #endregion
117 117
118
118 public bool ValidateBakedTextureCache(IClientAPI client) 119 public bool ValidateBakedTextureCache(IClientAPI client)
119 { 120 {
121 return ValidateBakedTextureCache(client, true);
122 }
123
124 private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
125 {
120 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 126 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
121 if (sp == null) 127 if (sp == null)
122 { 128 {
@@ -131,15 +137,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
131 { 137 {
132 int idx = AvatarAppearance.BAKE_INDICES[i]; 138 int idx = AvatarAppearance.BAKE_INDICES[i];
133 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; 139 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
134 if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 140
141 // if there is no texture entry, skip it
142 if (face == null)
135 continue; 143 continue;
136 144
145 // if the texture is one of the "defaults" then skip it
146 // this should probably be more intelligent (skirt texture doesnt matter
147 // if the avatar isnt wearing a skirt) but if any of the main baked
148 // textures is default then the rest should be as well
149 if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
150 continue;
151
137 defonly = false; // found a non-default texture reference 152 defonly = false; // found a non-default texture reference
138 153
139 if (! CheckBakedTextureAsset(client,face.TextureID,idx)) 154 if (! CheckBakedTextureAsset(client,face.TextureID,idx))
140 return false; 155 {
156 // the asset didn't exist if we are only checking, then we found a bad
157 // one and we're done otherwise, ask for a rebake
158 if (checkonly) return false;
159
160 m_log.WarnFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID);
161 client.SendRebakeAvatarTextures(face.TextureID);
162 }
141 } 163 }
142 164
165 m_log.WarnFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId);
166
143 // If we only found default textures, then the appearance is not cached 167 // If we only found default textures, then the appearance is not cached
144 return (defonly ? false : true); 168 return (defonly ? false : true);
145 } 169 }
@@ -158,7 +182,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
158 return; 182 return;
159 } 183 }
160 184
161 // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId); 185 m_log.WarnFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId);
162 186
163 bool changed = false; 187 bool changed = false;
164 188
@@ -166,47 +190,40 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
166 // going to be handled correctly but it does serialize the updates to the appearance 190 // going to be handled correctly but it does serialize the updates to the appearance
167 lock (m_setAppearanceLock) 191 lock (m_setAppearanceLock)
168 { 192 {
193 // Process the visual params, this may change height as well
194 if (visualParams != null)
195 {
196 changed = sp.Appearance.SetVisualParams(visualParams);
197 if (sp.Appearance.AvatarHeight > 0)
198 sp.SetHeight(sp.Appearance.AvatarHeight);
199 }
200
201 // Process the baked texture array
169 if (textureEntry != null) 202 if (textureEntry != null)
170 { 203 {
171 changed = sp.Appearance.SetTextureEntries(textureEntry); 204 changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
172 205
173 // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId); 206 m_log.WarnFormat("[AVFACTORY]: received texture update for {0}",client.AgentId);
207 Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
174 208
175 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 209 // This appears to be set only in the final stage of the appearance
176 { 210 // update transaction. In theory, we should be able to do an immediate
177 int idx = AvatarAppearance.BAKE_INDICES[i]; 211 // appearance send and save here.
178 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
179 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
180 Util.FireAndForget(delegate(object o) {
181 if (! CheckBakedTextureAsset(client,face.TextureID,idx))
182 client.SendRebakeAvatarTextures(face.TextureID);
183 });
184 }
185 212
186 m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId); 213 QueueAppearanceSave(client.AgentId);
214 QueueAppearanceSend(client.AgentId);
187 } 215 }
188 216
189 // Process the visual params, this may change height as well
190 if (visualParams != null)
191 {
192 if (sp.Appearance.SetVisualParams(visualParams))
193 {
194 changed = true;
195 if (sp.Appearance.AvatarHeight > 0)
196 sp.SetHeight(sp.Appearance.AvatarHeight);
197 }
198 }
199 } 217 }
200
201 218
202 // If something changed in the appearance then queue an appearance save 219// // If something changed in the appearance then queue an appearance save
203 if (changed) 220// if (changed)
204 QueueAppearanceSave(client.AgentId); 221// QueueAppearanceSave(client.AgentId);
205 222
206 // And always queue up an appearance update to send out 223// // And always queue up an appearance update to send out
207 QueueAppearanceSend(client.AgentId); 224// QueueAppearanceSend(client.AgentId);
208 225
209 // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); 226 // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
210 } 227 }
211 228
212 /// <summary> 229 /// <summary>
@@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
229 246
230 #region UpdateAppearanceTimer 247 #region UpdateAppearanceTimer
231 248
249 /// <summary>
250 /// Queue up a request to send appearance, makes it possible to
251 /// accumulate changes without sending out each one separately.
252 /// </summary>
232 public void QueueAppearanceSend(UUID agentid) 253 public void QueueAppearanceSend(UUID agentid)
233 { 254 {
234 // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); 255 // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
@@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
268 289
269 // Send the appearance to everyone in the scene 290 // Send the appearance to everyone in the scene
270 sp.SendAppearanceToAllOtherAgents(); 291 sp.SendAppearanceToAllOtherAgents();
292
293 // Send animations back to the avatar as well
294 sp.Animator.SendAnimPack();
271 } 295 }
272 296
273 private void HandleAppearanceSave(UUID agentid) 297 private void HandleAppearanceSave(UUID agentid)
@@ -355,7 +379,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
355 379
356 // operate on a copy of the appearance so we don't have to lock anything 380 // operate on a copy of the appearance so we don't have to lock anything
357 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); 381 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
358 382 sp.Appearance.ResetBakedTextures(); // this makes sure we don't reuse old textures if the baking takes time
383
359 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) 384 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
360 { 385 {
361 if (wear.Type < AvatarWearable.MAX_WEARABLES) 386 if (wear.Type < AvatarWearable.MAX_WEARABLES)