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authorJustin Clark-Casey (justincc)2011-09-09 00:29:59 +0100
committerJustin Clark-Casey (justincc)2011-09-09 00:38:04 +0100
commit086bf9f15db05ca2be1cf0dda24f8ee7a368988d (patch)
tree54cf631d998183bb893e644fd4daf1e49bd11b3e
parentFix test failure. Oversight in setting up the tests themselves. (diff)
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Save the default terrain texture UUIDs for a new region instead of leaving them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
-rw-r--r--OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs5
-rw-r--r--OpenSim/Data/MySQL/MySQLSimulationData.cs1
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs37
4 files changed, 43 insertions, 5 deletions
diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
index 105a1e0..e1b4fe7 100644
--- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
+++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
@@ -47,7 +47,6 @@ using Caps = OpenSim.Framework.Capabilities.Caps;
47 47
48namespace OpenSim.Capabilities.Handlers 48namespace OpenSim.Capabilities.Handlers
49{ 49{
50
51 public class GetTextureHandler : BaseStreamHandler 50 public class GetTextureHandler : BaseStreamHandler
52 { 51 {
53 private static readonly ILog m_log = 52 private static readonly ILog m_log =
@@ -67,7 +66,6 @@ namespace OpenSim.Capabilities.Handlers
67 66
68 public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse) 67 public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse)
69 { 68 {
70
71 // Try to parse the texture ID from the request URL 69 // Try to parse the texture ID from the request URL
72 NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query); 70 NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query);
73 string textureStr = query.GetOne("texture_id"); 71 string textureStr = query.GetOne("texture_id");
@@ -85,6 +83,8 @@ namespace OpenSim.Capabilities.Handlers
85 UUID textureID; 83 UUID textureID;
86 if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID)) 84 if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID))
87 { 85 {
86// m_log.DebugFormat("[GETTEXTURE]: Received request for texture id {0}", textureID);
87
88 string[] formats; 88 string[] formats;
89 if (format != null && format != string.Empty) 89 if (format != null && format != string.Empty)
90 { 90 {
@@ -105,7 +105,6 @@ namespace OpenSim.Capabilities.Handlers
105 if (FetchTexture(httpRequest, httpResponse, textureID, f)) 105 if (FetchTexture(httpRequest, httpResponse, textureID, f))
106 break; 106 break;
107 } 107 }
108
109 } 108 }
110 else 109 else
111 { 110 {
diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs
index 96ecea6..6d14b82 100644
--- a/OpenSim/Data/MySQL/MySQLSimulationData.cs
+++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs
@@ -1209,7 +1209,6 @@ namespace OpenSim.Data.MySQL
1209 return prim; 1209 return prim;
1210 } 1210 }
1211 1211
1212
1213 /// <summary> 1212 /// <summary>
1214 /// Build a prim inventory item from the persisted data. 1213 /// Build a prim inventory item from the persisted data.
1215 /// </summary> 1214 /// </summary>
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index d0605e3..94c1417 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -968,6 +968,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
968 args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; 968 args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3;
969 args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; 969 args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4;
970 970
971 m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName);
972 m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName);
973 m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName);
974 m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName);
975
971 remoteClient.SendRegionHandshake(Scene.RegionInfo,args); 976 remoteClient.SendRegionHandshake(Scene.RegionInfo,args);
972 } 977 }
973 978
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d3de37d..f86b3b6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -588,7 +588,42 @@ namespace OpenSim.Region.Framework.Scenes
588 #region Region Settings 588 #region Region Settings
589 589
590 // Load region settings 590 // Load region settings
591 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 591 // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region.
592 // However, in this case, the default textures are not set in memory properly, so we need to do it here and
593 // resave.
594 // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new
595 // region is set up and avoid these gyrations.
596 RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID);
597 bool updatedTerrainTextures = false;
598 if (rs.TerrainTexture1 == UUID.Zero)
599 {
600 rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1;
601 updatedTerrainTextures = true;
602 }
603
604 if (rs.TerrainTexture2 == UUID.Zero)
605 {
606 rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2;
607 updatedTerrainTextures = true;
608 }
609
610 if (rs.TerrainTexture3 == UUID.Zero)
611 {
612 rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3;
613 updatedTerrainTextures = true;
614 }
615
616 if (rs.TerrainTexture4 == UUID.Zero)
617 {
618 rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4;
619 updatedTerrainTextures = true;
620 }
621
622 if (updatedTerrainTextures)
623 rs.Save();
624
625 m_regInfo.RegionSettings = rs;
626
592 if (estateDataService != null) 627 if (estateDataService != null)
593 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 628 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
594 629