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authorMelanie2013-05-08 21:51:48 +0100
committerMelanie2013-05-08 21:51:48 +0100
commitcdaceea5a633683c713f084d9beb93a14061772f (patch)
tree66798e45deff0d13e78740130dde68955a3ba86c /OpenSim/Region/CoreModules
parentMerge branch 'master' into careminster (diff)
parentGuard the scene list when estates are updated (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/IClientAPI.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs59
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs17
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs6
3 files changed, 73 insertions, 9 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index bc79944..09cc998 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -55,6 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
55 55
56 private int m_savetime = 5; // seconds to wait before saving changed appearance 56 private int m_savetime = 5; // seconds to wait before saving changed appearance
57 private int m_sendtime = 2; // seconds to wait before sending changed appearance 57 private int m_sendtime = 2; // seconds to wait before sending changed appearance
58 private bool m_reusetextures = false;
58 59
59 private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates 60 private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
60 private System.Timers.Timer m_updateTimer = new System.Timers.Timer(); 61 private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
@@ -73,6 +74,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
73 { 74 {
74 m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime))); 75 m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
75 m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime))); 76 m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
77 m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
78
76 // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime); 79 // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
77 } 80 }
78 81
@@ -131,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
131 client.OnRequestWearables += Client_OnRequestWearables; 134 client.OnRequestWearables += Client_OnRequestWearables;
132 client.OnSetAppearance += Client_OnSetAppearance; 135 client.OnSetAppearance += Client_OnSetAppearance;
133 client.OnAvatarNowWearing += Client_OnAvatarNowWearing; 136 client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
137 client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
134 } 138 }
135 139
136 #endregion 140 #endregion
@@ -1068,6 +1072,61 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
1068 QueueAppearanceSave(client.AgentId); 1072 QueueAppearanceSave(client.AgentId);
1069 } 1073 }
1070 } 1074 }
1075
1076 /// <summary>
1077 /// Respond to the cached textures request from the client
1078 /// </summary>
1079 /// <param name="client"></param>
1080 /// <param name="serial"></param>
1081 /// <param name="cachedTextureRequest"></param>
1082 private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
1083 {
1084 // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
1085 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
1086
1087 List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
1088 foreach (CachedTextureRequestArg request in cachedTextureRequest)
1089 {
1090 UUID texture = UUID.Zero;
1091 int index = request.BakedTextureIndex;
1092
1093 if (m_reusetextures)
1094 {
1095 // this is the most insanely dumb way to do this... however it seems to
1096 // actually work. if the appearance has been reset because wearables have
1097 // changed then the texture entries are zero'd out until the bakes are
1098 // uploaded. on login, if the textures exist in the cache (eg if you logged
1099 // into the simulator recently, then the appearance will pull those and send
1100 // them back in the packet and you won't have to rebake. if the textures aren't
1101 // in the cache then the intial makeroot() call in scenepresence will zero
1102 // them out.
1103 //
1104 // a better solution (though how much better is an open question) is to
1105 // store the hashes in the appearance and compare them. Thats's coming.
1106
1107 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
1108 if (face != null)
1109 texture = face.TextureID;
1110
1111 // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
1112 }
1113
1114 CachedTextureResponseArg response = new CachedTextureResponseArg();
1115 response.BakedTextureIndex = index;
1116 response.BakedTextureID = texture;
1117 response.HostName = null;
1118
1119 cachedTextureResponse.Add(response);
1120 }
1121
1122 // m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
1123 // The serial number appears to be used to match requests and responses
1124 // in the texture transaction. We just send back the serial number
1125 // that was provided in the request. The viewer bumps this for us.
1126 client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
1127 }
1128
1129
1071 #endregion 1130 #endregion
1072 1131
1073 public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction) 1132 public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs
index 948c893..73e706c 100644
--- a/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/XEstateConnector.cs
@@ -136,15 +136,18 @@ namespace OpenSim.Region.CoreModules.World.Estate
136 136
137 // Handle local regions locally 137 // Handle local regions locally
138 // 138 //
139 foreach (Scene s in m_EstateModule.Scenes) 139 lock (m_EstateModule.Scenes)
140 { 140 {
141 if (regions.Contains(s.RegionInfo.RegionID)) 141 foreach (Scene s in m_EstateModule.Scenes)
142 { 142 {
143 // All regions in one estate are in the same scope. 143 if (regions.Contains(s.RegionInfo.RegionID))
144 // Use that scope. 144 {
145 // 145 // All regions in one estate are in the same scope.
146 ScopeID = s.RegionInfo.ScopeID; 146 // Use that scope.
147 regions.Remove(s.RegionInfo.RegionID); 147 //
148 ScopeID = s.RegionInfo.ScopeID;
149 regions.Remove(s.RegionInfo.RegionID);
150 }
148 } 151 }
149 } 152 }
150 153
diff --git a/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs
index 1f099c6..f54ab2c 100644
--- a/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/XEstateModule.cs
@@ -93,7 +93,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
93 93
94 public void AddRegion(Scene scene) 94 public void AddRegion(Scene scene)
95 { 95 {
96 m_Scenes.Add(scene); 96 lock (m_Scenes)
97 m_Scenes.Add(scene);
97 98
98 scene.EventManager.OnNewClient += OnNewClient; 99 scene.EventManager.OnNewClient += OnNewClient;
99 } 100 }
@@ -111,7 +112,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
111 { 112 {
112 scene.EventManager.OnNewClient -= OnNewClient; 113 scene.EventManager.OnNewClient -= OnNewClient;
113 114
114 m_Scenes.Remove(scene); 115 lock (m_Scenes)
116 m_Scenes.Remove(scene);
115 } 117 }
116 118
117 public string Name 119 public string Name