aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Modules
diff options
context:
space:
mode:
authorSean Dague2008-05-19 19:08:59 +0000
committerSean Dague2008-05-19 19:08:59 +0000
commit9808f39b6f21c26ac0e8cf9c8a04cc8ab2bfa7e9 (patch)
treec823e351a3796d145bc71aee402c18cb89b8fb25 /OpenSim/Region/Modules
parent(from awebb) (diff)
downloadopensim-SC-9808f39b6f21c26ac0e8cf9c8a04cc8ab2bfa7e9.zip
opensim-SC-9808f39b6f21c26ac0e8cf9c8a04cc8ab2bfa7e9.tar.gz
opensim-SC-9808f39b6f21c26ac0e8cf9c8a04cc8ab2bfa7e9.tar.bz2
opensim-SC-9808f39b6f21c26ac0e8cf9c8a04cc8ab2bfa7e9.tar.xz
i can haz pantz?
You sure can. This change set restores pants (and the rest of the default appearance) in grid mode. The root issue had to do with serializing multi-faced textures to the grid server. This also restores the lookup path through the avatar factory module, as that seems the reasonable place to have it live. Some clean up patches are coming later as well, plus testing on standalone, but this should be in a good kicking around state for grid users.
Diffstat (limited to 'OpenSim/Region/Modules')
-rw-r--r--OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs204
1 files changed, 103 insertions, 101 deletions
diff --git a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
index 3ac8e9a..7dae702 100644
--- a/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/Modules/AvatarFactory/AvatarFactoryModule.cs
@@ -59,112 +59,114 @@ namespace OpenSim.Region.Modules.AvatarFactory
59 59
60 public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance) 60 public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
61 { 61 {
62 appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
63 return true;
62 64
63 //should only let one thread at a time do this part 65 // //should only let one thread at a time do this part
64 EventWaitHandle waitHandle = null; 66 // EventWaitHandle waitHandle = null;
65 bool fetchInProgress = false; 67 // bool fetchInProgress = false;
66 lock (m_syncLock) 68 // lock (m_syncLock)
67 { 69 // {
68 appearance = CheckCache(avatarId); 70 // appearance = CheckCache(avatarId);
69 if (appearance != null) 71 // if (appearance != null)
70 { 72 // {
71 return true; 73 // return true;
72 } 74 // }
73
74 //not in cache so check to see if another thread is already fetching it
75 if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
76 {
77 fetchInProgress = true;
78 }
79 else
80 {
81 fetchInProgress = false;
82
83 //no thread already fetching this appearance, so add a wait handle to list
84 //for any following threads that want the same appearance
85 waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
86 m_fetchesInProgress.Add(avatarId, waitHandle);
87 }
88 }
89 75
90 if (fetchInProgress) 76 // //not in cache so check to see if another thread is already fetching it
91 { 77 // if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
92 waitHandle.WaitOne(); 78 // {
93 appearance = CheckCache(avatarId); 79 // fetchInProgress = true;
94 if (appearance != null) 80 // }
95 { 81 // else
96 waitHandle = null; 82 // {
97 return true; 83 // fetchInProgress = false;
98 }
99 else
100 {
101 waitHandle = null;
102 return false;
103 }
104 }
105 else
106 {
107 // BUG: !? (Reduced from 5000 to 500 by Adam)
108 Thread.Sleep(500); //why is this here?
109
110 //this is the first thread to request this appearance
111 //so let it check the db and if not found then create a default appearance
112 //and add that to the cache
113 appearance = CheckDatabase(avatarId);
114 if (appearance != null)
115 {
116 //appearance has now been added to cache so lets pulse any waiting threads
117 lock (m_syncLock)
118 {
119 m_fetchesInProgress.Remove(avatarId);
120 waitHandle.Set();
121 }
122 // waitHandle.Close();
123 waitHandle = null;
124 return true;
125 }
126 84
127 //not found a appearance for the user, so create a new default one 85 // //no thread already fetching this appearance, so add a wait handle to list
128 appearance = CreateDefault(avatarId); 86 // //for any following threads that want the same appearance
129 if (appearance != null) 87 // waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
130 { 88 // m_fetchesInProgress.Add(avatarId, waitHandle);
131 //update database 89 // }
132 if (m_enablePersist) 90 // }
133 {
134 m_appearanceMapper.Add(avatarId.UUID, appearance);
135 }
136 91
137 //add appearance to dictionary cache 92 // if (fetchInProgress)
138 lock (m_avatarsAppearance) 93 // {
139 { 94 // waitHandle.WaitOne();
140 m_avatarsAppearance[avatarId] = appearance; 95 // appearance = CheckCache(avatarId);
141 } 96 // if (appearance != null)
97 // {
98 // waitHandle = null;
99 // return true;
100 // }
101 // else
102 // {
103 // waitHandle = null;
104 // return false;
105 // }
106 // }
107 // else
108 // {
109 // // BUG: !? (Reduced from 5000 to 500 by Adam)
110 // Thread.Sleep(500); //why is this here?
111
112 // //this is the first thread to request this appearance
113 // //so let it check the db and if not found then create a default appearance
114 // //and add that to the cache
115 // appearance = CheckDatabase(avatarId);
116 // if (appearance != null)
117 // {
118 // //appearance has now been added to cache so lets pulse any waiting threads
119 // lock (m_syncLock)
120 // {
121 // m_fetchesInProgress.Remove(avatarId);
122 // waitHandle.Set();
123 // }
124 // // waitHandle.Close();
125 // waitHandle = null;
126 // return true;
127 // }
142 128
143 //appearance has now been added to cache so lets pulse any waiting threads 129 // //not found a appearance for the user, so create a new default one
144 lock (m_syncLock) 130 // appearance = CreateDefault(avatarId);
145 { 131 // if (appearance != null)
146 m_fetchesInProgress.Remove(avatarId); 132 // {
147 waitHandle.Set(); 133 // //update database
148 } 134 // if (m_enablePersist)
149 // waitHandle.Close(); 135 // {
150 waitHandle = null; 136 // m_appearanceMapper.Add(avatarId.UUID, appearance);
151 return true; 137 // }
152 } 138
153 else 139 // //add appearance to dictionary cache
154 { 140 // lock (m_avatarsAppearance)
155 //something went wrong, so release the wait handle and remove it 141 // {
156 //all waiting threads will fail to find cached appearance 142 // m_avatarsAppearance[avatarId] = appearance;
157 //but its better for them to fail than wait for ever 143 // }
158 lock (m_syncLock) 144
159 { 145 // //appearance has now been added to cache so lets pulse any waiting threads
160 m_fetchesInProgress.Remove(avatarId); 146 // lock (m_syncLock)
161 waitHandle.Set(); 147 // {
162 } 148 // m_fetchesInProgress.Remove(avatarId);
163 //waitHandle.Close(); 149 // waitHandle.Set();
164 waitHandle = null; 150 // }
165 return false; 151 // // waitHandle.Close();
166 } 152 // waitHandle = null;
167 } 153 // return true;
154 // }
155 // else
156 // {
157 // //something went wrong, so release the wait handle and remove it
158 // //all waiting threads will fail to find cached appearance
159 // //but its better for them to fail than wait for ever
160 // lock (m_syncLock)
161 // {
162 // m_fetchesInProgress.Remove(avatarId);
163 // waitHandle.Set();
164 // }
165 // //waitHandle.Close();
166 // waitHandle = null;
167 // return false;
168 // }
169 // }
168 } 170 }
169 171
170 private AvatarAppearance CreateDefault(LLUUID avatarId) 172 private AvatarAppearance CreateDefault(LLUUID avatarId)