diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 99 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 46 |
2 files changed, 93 insertions, 52 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index ab1c206..7d6d191 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | |||
@@ -115,8 +115,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
115 | 115 | ||
116 | #endregion | 116 | #endregion |
117 | 117 | ||
118 | /// <summary> | ||
119 | /// Check for the existence of the baked texture assets. Request a rebake | ||
120 | /// unless checkonly is true. | ||
121 | /// </summary> | ||
122 | /// <param name="client"></param> | ||
123 | /// <param name="checkonly"></param> | ||
118 | public bool ValidateBakedTextureCache(IClientAPI client) | 124 | public bool ValidateBakedTextureCache(IClientAPI client) |
119 | { | 125 | { |
126 | return ValidateBakedTextureCache(client, true); | ||
127 | } | ||
128 | |||
129 | private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly) | ||
130 | { | ||
120 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); | 131 | ScenePresence sp = m_scene.GetScenePresence(client.AgentId); |
121 | if (sp == null) | 132 | if (sp == null) |
122 | { | 133 | { |
@@ -131,15 +142,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
131 | { | 142 | { |
132 | int idx = AvatarAppearance.BAKE_INDICES[i]; | 143 | int idx = AvatarAppearance.BAKE_INDICES[i]; |
133 | Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; | 144 | Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; |
134 | if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) | 145 | |
146 | // if there is no texture entry, skip it | ||
147 | if (face == null) | ||
135 | continue; | 148 | continue; |
136 | 149 | ||
150 | // if the texture is one of the "defaults" then skip it | ||
151 | // this should probably be more intelligent (skirt texture doesnt matter | ||
152 | // if the avatar isnt wearing a skirt) but if any of the main baked | ||
153 | // textures is default then the rest should be as well | ||
154 | if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE) | ||
155 | continue; | ||
156 | |||
137 | defonly = false; // found a non-default texture reference | 157 | defonly = false; // found a non-default texture reference |
138 | 158 | ||
139 | if (! CheckBakedTextureAsset(client,face.TextureID,idx)) | 159 | if (! CheckBakedTextureAsset(client,face.TextureID,idx)) |
140 | return false; | 160 | { |
161 | // the asset didn't exist if we are only checking, then we found a bad | ||
162 | // one and we're done otherwise, ask for a rebake | ||
163 | if (checkonly) return false; | ||
164 | |||
165 | m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID); | ||
166 | client.SendRebakeAvatarTextures(face.TextureID); | ||
167 | } | ||
141 | } | 168 | } |
142 | 169 | ||
170 | m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId); | ||
171 | |||
143 | // If we only found default textures, then the appearance is not cached | 172 | // If we only found default textures, then the appearance is not cached |
144 | return (defonly ? false : true); | 173 | return (defonly ? false : true); |
145 | } | 174 | } |
@@ -158,55 +187,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
158 | return; | 187 | return; |
159 | } | 188 | } |
160 | 189 | ||
161 | // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId); | 190 | m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId); |
162 | 191 | ||
192 | // TODO: This is probably not necessary any longer, just assume the | ||
193 | // textureEntry set implies that the appearance transaction is complete | ||
163 | bool changed = false; | 194 | bool changed = false; |
164 | 195 | ||
165 | // Process the texture entry transactionally, this doesn't guarantee that Appearance is | 196 | // Process the texture entry transactionally, this doesn't guarantee that Appearance is |
166 | // going to be handled correctly but it does serialize the updates to the appearance | 197 | // going to be handled correctly but it does serialize the updates to the appearance |
167 | lock (m_setAppearanceLock) | 198 | lock (m_setAppearanceLock) |
168 | { | 199 | { |
200 | // Process the visual params, this may change height as well | ||
201 | if (visualParams != null) | ||
202 | { | ||
203 | changed = sp.Appearance.SetVisualParams(visualParams); | ||
204 | if (sp.Appearance.AvatarHeight > 0) | ||
205 | sp.SetHeight(sp.Appearance.AvatarHeight); | ||
206 | } | ||
207 | |||
208 | // Process the baked texture array | ||
169 | if (textureEntry != null) | 209 | if (textureEntry != null) |
170 | { | 210 | { |
171 | changed = sp.Appearance.SetTextureEntries(textureEntry); | 211 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; |
172 | 212 | ||
173 | // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId); | 213 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId); |
214 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); }); | ||
174 | 215 | ||
175 | for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) | 216 | // This appears to be set only in the final stage of the appearance |
176 | { | 217 | // update transaction. In theory, we should be able to do an immediate |
177 | int idx = AvatarAppearance.BAKE_INDICES[i]; | 218 | // 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 | 219 | ||
186 | m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId); | 220 | QueueAppearanceSave(client.AgentId); |
221 | QueueAppearanceSend(client.AgentId); | ||
187 | } | 222 | } |
188 | 223 | ||
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 | } | 224 | } |
200 | |||
201 | 225 | ||
202 | // If something changed in the appearance then queue an appearance save | 226 | // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); |
203 | if (changed) | ||
204 | QueueAppearanceSave(client.AgentId); | ||
205 | |||
206 | // And always queue up an appearance update to send out | ||
207 | QueueAppearanceSend(client.AgentId); | ||
208 | |||
209 | // 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) |
@@ -353,9 +377,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
353 | 377 | ||
354 | // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); | 378 | // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); |
355 | 379 | ||
380 | // we need to clean out the existing textures | ||
381 | sp.Appearance.ResetAppearance(); | ||
382 | |||
356 | // operate on a copy of the appearance so we don't have to lock anything | 383 | // operate on a copy of the appearance so we don't have to lock anything |
357 | AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); | 384 | AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); |
358 | 385 | ||
359 | foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) | 386 | foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) |
360 | { | 387 | { |
361 | if (wear.Type < AvatarWearable.MAX_WEARABLES) | 388 | if (wear.Type < AvatarWearable.MAX_WEARABLES) |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 82214bf..a1c80e5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2418,30 +2418,44 @@ namespace OpenSim.Region.Framework.Scenes | |||
2418 | // the inventory arrives | 2418 | // the inventory arrives |
2419 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); | 2419 | // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); |
2420 | 2420 | ||
2421 | // This agent just became root. We are going to tell everyone about it. The process of | 2421 | bool cachedappearance = false; |
2422 | // getting other avatars information was initiated in the constructor... don't do it | ||
2423 | // again here... | ||
2424 | SendAvatarDataToAllAgents(); | ||
2425 | 2422 | ||
2426 | // We have an appearance but we may not have the baked textures. Check the asset cache | 2423 | // We have an appearance but we may not have the baked textures. Check the asset cache |
2427 | // to see if all the baked textures are already here. | 2424 | // to see if all the baked textures are already here. |
2428 | if (m_scene.AvatarFactory != null) | 2425 | if (m_scene.AvatarFactory != null) |
2429 | { | 2426 | { |
2430 | if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient)) | 2427 | cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); |
2431 | { | ||
2432 | // m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); | ||
2433 | SendAppearanceToAgent(this); | ||
2434 | |||
2435 | // If the avatars baked textures are all in the cache, then we have a | ||
2436 | // complete appearance... send it out, if not, then we'll send it when | ||
2437 | // the avatar finishes updating its appearance | ||
2438 | SendAppearanceToAllOtherAgents(); | ||
2439 | } | ||
2440 | } | 2428 | } |
2441 | else | 2429 | else |
2442 | { | 2430 | { |
2443 | m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); | 2431 | m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); |
2444 | } | 2432 | } |
2433 | |||
2434 | // If we aren't using a cached appearance, then clear out the baked textures | ||
2435 | if (! cachedappearance) | ||
2436 | { | ||
2437 | m_appearance.ResetAppearance(); | ||
2438 | if (m_scene.AvatarFactory != null) | ||
2439 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | ||
2440 | } | ||
2441 | |||
2442 | // This agent just became root. We are going to tell everyone about it. The process of | ||
2443 | // getting other avatars information was initiated in the constructor... don't do it | ||
2444 | // again here... this comes after the cached appearance check because the avatars | ||
2445 | // appearance goes into the avatar update packet | ||
2446 | SendAvatarDataToAllAgents(); | ||
2447 | SendAppearanceToAgent(this); | ||
2448 | |||
2449 | // If we are using the the cached appearance then send it out to everyone | ||
2450 | if (cachedappearance) | ||
2451 | { | ||
2452 | m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); | ||
2453 | |||
2454 | // If the avatars baked textures are all in the cache, then we have a | ||
2455 | // complete appearance... send it out, if not, then we'll send it when | ||
2456 | // the avatar finishes updating its appearance | ||
2457 | SendAppearanceToAllOtherAgents(); | ||
2458 | } | ||
2445 | } | 2459 | } |
2446 | 2460 | ||
2447 | /// <summary> | 2461 | /// <summary> |
@@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2501 | /// Send avatar data to an agent. | 2515 | /// Send avatar data to an agent. |
2502 | /// </summary> | 2516 | /// </summary> |
2503 | /// <param name="avatar"></param> | 2517 | /// <param name="avatar"></param> |
2504 | private void SendAvatarDataToAgent(ScenePresence avatar) | 2518 | public void SendAvatarDataToAgent(ScenePresence avatar) |
2505 | { | 2519 | { |
2506 | // m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); | 2520 | // m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); |
2507 | 2521 | ||
@@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2569 | /// Send appearance data to an agent. | 2583 | /// Send appearance data to an agent. |
2570 | /// </summary> | 2584 | /// </summary> |
2571 | /// <param name="avatar"></param> | 2585 | /// <param name="avatar"></param> |
2572 | private void SendAppearanceToAgent(ScenePresence avatar) | 2586 | public void SendAppearanceToAgent(ScenePresence avatar) |
2573 | { | 2587 | { |
2574 | // m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); | 2588 | // m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); |
2575 | 2589 | ||