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author | Justin Clark-Casey (justincc) | 2011-09-23 02:59:33 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-09-23 02:59:33 +0100 |
commit | c8304b7f84b1a8d9fb978cae510f684e36419deb (patch) | |
tree | 9b450813d8023df7daf54fd2ee2b8cd19f58eb94 /OpenSim/Region/CoreModules/Avatar | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC_OLD-c8304b7f84b1a8d9fb978cae510f684e36419deb.zip opensim-SC_OLD-c8304b7f84b1a8d9fb978cae510f684e36419deb.tar.gz opensim-SC_OLD-c8304b7f84b1a8d9fb978cae510f684e36419deb.tar.bz2 opensim-SC_OLD-c8304b7f84b1a8d9fb978cae510f684e36419deb.tar.xz |
Fix avatar parameter updating for viewer 3 and maybe 2.
When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 19 |
1 files changed, 15 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index bb63bcd..0cadd83 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | |||
@@ -211,6 +211,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
211 | // Process the visual params, this may change height as well | 211 | // Process the visual params, this may change height as well |
212 | if (visualParams != null) | 212 | if (visualParams != null) |
213 | { | 213 | { |
214 | // string[] visualParamsStrings = new string[visualParams.Length]; | ||
215 | // for (int i = 0; i < visualParams.Length; i++) | ||
216 | // visualParamsStrings[i] = visualParams[i].ToString(); | ||
217 | // m_log.DebugFormat( | ||
218 | // "[AVFACTORY]: Setting visual params for {0} to {1}", | ||
219 | // client.Name, string.Join(", ", visualParamsStrings)); | ||
220 | |||
214 | float oldHeight = sp.Appearance.AvatarHeight; | 221 | float oldHeight = sp.Appearance.AvatarHeight; |
215 | changed = sp.Appearance.SetVisualParams(visualParams); | 222 | changed = sp.Appearance.SetVisualParams(visualParams); |
216 | 223 | ||
@@ -418,6 +425,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
418 | 425 | ||
419 | // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); | 426 | // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); |
420 | 427 | ||
428 | // This could take awhile since it needs to pull inventory | ||
429 | // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape | ||
430 | // assets and item asset id changes to complete. | ||
431 | // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids | ||
432 | // multiple save requests. | ||
433 | SetAppearanceAssets(sp.UUID, sp.Appearance); | ||
434 | |||
421 | m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); | 435 | m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); |
422 | } | 436 | } |
423 | 437 | ||
@@ -504,9 +518,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
504 | 518 | ||
505 | avatAppearance.GetAssetsFrom(sp.Appearance); | 519 | avatAppearance.GetAssetsFrom(sp.Appearance); |
506 | 520 | ||
507 | // This could take awhile since it needs to pull inventory | ||
508 | SetAppearanceAssets(sp.UUID, ref avatAppearance); | ||
509 | |||
510 | lock (m_setAppearanceLock) | 521 | lock (m_setAppearanceLock) |
511 | { | 522 | { |
512 | // Update only those fields that we have changed. This is important because the viewer | 523 | // Update only those fields that we have changed. This is important because the viewer |
@@ -540,7 +551,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory | |||
540 | return true; | 551 | return true; |
541 | } | 552 | } |
542 | 553 | ||
543 | private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance) | 554 | private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance) |
544 | { | 555 | { |
545 | IInventoryService invService = m_scene.InventoryService; | 556 | IInventoryService invService = m_scene.InventoryService; |
546 | 557 | ||