diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Application/OpenSimBase.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 28 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 |
3 files changed, 20 insertions, 18 deletions
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index c5ee385..06b4aea 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs | |||
@@ -361,13 +361,13 @@ namespace OpenSim | |||
361 | m_moduleLoader.InitialiseSharedModules(scene); | 361 | m_moduleLoader.InitialiseSharedModules(scene); |
362 | 362 | ||
363 | // Use this in the future, the line above will be deprecated soon | 363 | // Use this in the future, the line above will be deprecated soon |
364 | m_log.Info("[MODULES]: Loading Region's modules (new style)"); | 364 | m_log.Info("[REGIONMODULE]: Loading Region's modules (new style)"); |
365 | IRegionModulesController controller; | 365 | IRegionModulesController controller; |
366 | if (ApplicationRegistry.TryGet(out controller)) | 366 | if (ApplicationRegistry.TryGet(out controller)) |
367 | { | 367 | { |
368 | controller.AddRegionToModules(scene); | 368 | controller.AddRegionToModules(scene); |
369 | } | 369 | } |
370 | else m_log.Error("[MODULES]: The new RegionModulesController is missing..."); | 370 | else m_log.Error("[REGIONMODULE]: The new RegionModulesController is missing..."); |
371 | 371 | ||
372 | if (m_securePermissionsLoading) | 372 | if (m_securePermissionsLoading) |
373 | { | 373 | { |
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 63e7ddc..7d6d191 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | |||
@@ -115,7 +115,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
115 | 115 | ||
116 | #endregion | 116 | #endregion |
117 | 117 | ||
118 | 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> | ||
119 | public bool ValidateBakedTextureCache(IClientAPI client) | 124 | public bool ValidateBakedTextureCache(IClientAPI client) |
120 | { | 125 | { |
121 | return ValidateBakedTextureCache(client, true); | 126 | return ValidateBakedTextureCache(client, true); |
@@ -157,12 +162,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
157 | // one and we're done otherwise, ask for a rebake | 162 | // one and we're done otherwise, ask for a rebake |
158 | if (checkonly) return false; | 163 | if (checkonly) return false; |
159 | 164 | ||
160 | m_log.WarnFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID); | 165 | m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID); |
161 | client.SendRebakeAvatarTextures(face.TextureID); | 166 | client.SendRebakeAvatarTextures(face.TextureID); |
162 | } | 167 | } |
163 | } | 168 | } |
164 | 169 | ||
165 | m_log.WarnFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId); | 170 | m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId); |
166 | 171 | ||
167 | // 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 |
168 | return (defonly ? false : true); | 173 | return (defonly ? false : true); |
@@ -182,8 +187,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
182 | return; | 187 | return; |
183 | } | 188 | } |
184 | 189 | ||
185 | m_log.WarnFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId); | 190 | m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId); |
186 | 191 | ||
192 | // TODO: This is probably not necessary any longer, just assume the | ||
193 | // textureEntry set implies that the appearance transaction is complete | ||
187 | bool changed = false; | 194 | bool changed = false; |
188 | 195 | ||
189 | // 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 |
@@ -203,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
203 | { | 210 | { |
204 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; | 211 | changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; |
205 | 212 | ||
206 | m_log.WarnFormat("[AVFACTORY]: received texture update for {0}",client.AgentId); | 213 | m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId); |
207 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); }); | 214 | Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); }); |
208 | 215 | ||
209 | // This appears to be set only in the final stage of the appearance | 216 | // This appears to be set only in the final stage of the appearance |
@@ -216,13 +223,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
216 | 223 | ||
217 | } | 224 | } |
218 | 225 | ||
219 | // // If something changed in the appearance then queue an appearance save | ||
220 | // if (changed) | ||
221 | // QueueAppearanceSave(client.AgentId); | ||
222 | |||
223 | // // And always queue up an appearance update to send out | ||
224 | // QueueAppearanceSend(client.AgentId); | ||
225 | |||
226 | // 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()); |
227 | } | 227 | } |
228 | 228 | ||
@@ -377,9 +377,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
377 | 377 | ||
378 | // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); | 378 | // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); |
379 | 379 | ||
380 | // we need to clean out the existing textures | ||
381 | sp.Appearance.ResetAppearance(); | ||
382 | |||
380 | // 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 |
381 | AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); | 384 | AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); |
382 | sp.Appearance.ResetBakedTextures(); // this makes sure we don't reuse old textures if the baking takes time | ||
383 | 385 | ||
384 | foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) | 386 | foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) |
385 | { | 387 | { |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5a842d8..7ce94d4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2789,7 +2789,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2789 | // If we aren't using a cached appearance, then clear out the baked textures | 2789 | // If we aren't using a cached appearance, then clear out the baked textures |
2790 | if (! cachedappearance) | 2790 | if (! cachedappearance) |
2791 | { | 2791 | { |
2792 | m_appearance.ResetBakedTextures(); | 2792 | m_appearance.ResetAppearance(); |
2793 | if (m_scene.AvatarFactory != null) | 2793 | if (m_scene.AvatarFactory != null) |
2794 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); | 2794 | m_scene.AvatarFactory.QueueAppearanceSave(UUID); |
2795 | } | 2795 | } |
@@ -2799,12 +2799,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2799 | // again here... this comes after the cached appearance check because the avatars | 2799 | // again here... this comes after the cached appearance check because the avatars |
2800 | // appearance goes into the avatar update packet | 2800 | // appearance goes into the avatar update packet |
2801 | SendAvatarDataToAllAgents(); | 2801 | SendAvatarDataToAllAgents(); |
2802 | SendAppearanceToAgent(this); | ||
2802 | 2803 | ||
2803 | // If we are using the the cached appearance then send it out to everyone | 2804 | // If we are using the the cached appearance then send it out to everyone |
2804 | if (cachedappearance) | 2805 | if (cachedappearance) |
2805 | { | 2806 | { |
2806 | m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); | 2807 | m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); |
2807 | SendAppearanceToAgent(this); | ||
2808 | 2808 | ||
2809 | // If the avatars baked textures are all in the cache, then we have a | 2809 | // If the avatars baked textures are all in the cache, then we have a |
2810 | // complete appearance... send it out, if not, then we'll send it when | 2810 | // complete appearance... send it out, if not, then we'll send it when |