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authorJustin Clark-Casey (justincc)2011-08-30 01:58:32 +0100
committerJustin Clark-Casey (justincc)2011-08-30 01:58:32 +0100
commitbe357f8feeb438e3292292d163918a307d69c69a (patch)
treef1f45b0a5bb58262885065b7a3fa37dde0d3d03e /OpenSim/Region/CoreModules
parentMove GetMeshKey from buried inside Meshmerizer to a public method on Primitiv... (diff)
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Fix bug in persisting saved appearances for npcs
Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs48
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs51
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs25
3 files changed, 111 insertions, 13 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 4627701..f34b6d2 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -257,20 +257,27 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
257 return true; 257 return true;
258 } 258 }
259 259
260 public bool SaveBakedTextures(UUID agentId) 260 public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
261 { 261 {
262 ScenePresence sp = m_scene.GetScenePresence(agentId); 262 ScenePresence sp = m_scene.GetScenePresence(agentId);
263 263
264 if (sp == null || sp.IsChildAgent) 264 if (sp == null)
265 return false; 265 return new Dictionary<BakeType, Primitive.TextureEntryFace>();
266
267 return GetBakedTextureFaces(sp);
268 }
269
270 private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
271 {
272 if (sp.IsChildAgent)
273 return new Dictionary<BakeType, Primitive.TextureEntryFace>();
274
275 Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
276 = new Dictionary<BakeType, Primitive.TextureEntryFace>();
266 277
267 AvatarAppearance appearance = sp.Appearance; 278 AvatarAppearance appearance = sp.Appearance;
268 Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures; 279 Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures;
269 280
270 m_log.DebugFormat(
271 "[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
272 sp.Name, m_scene.RegionInfo.RegionName);
273
274 foreach (int i in Enum.GetValues(typeof(BakeType))) 281 foreach (int i in Enum.GetValues(typeof(BakeType)))
275 { 282 {
276 BakeType bakeType = (BakeType)i; 283 BakeType bakeType = (BakeType)i;
@@ -283,7 +290,31 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
283// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 290// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
284 291
285 int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); 292 int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
286 Primitive.TextureEntryFace bakedTextureFace = faceTextures[ftIndex]; 293 bakedTextures[bakeType] = faceTextures[ftIndex];
294 }
295
296 return bakedTextures;
297 }
298
299 public bool SaveBakedTextures(UUID agentId)
300 {
301 ScenePresence sp = m_scene.GetScenePresence(agentId);
302
303 if (sp == null)
304 return false;
305
306 m_log.DebugFormat(
307 "[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
308 sp.Name, m_scene.RegionInfo.RegionName);
309
310 Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);
311
312 if (bakedTextures.Count == 0)
313 return false;
314
315 foreach (BakeType bakeType in bakedTextures.Keys)
316 {
317 Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];
287 318
288 if (bakedTextureFace == null) 319 if (bakedTextureFace == null)
289 { 320 {
@@ -299,6 +330,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
299 if (asset != null) 330 if (asset != null)
300 { 331 {
301 asset.Temporary = false; 332 asset.Temporary = false;
333 asset.Local = false;
302 m_scene.AssetService.Store(asset); 334 m_scene.AssetService.Store(asset);
303 } 335 }
304 else 336 else
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
index b831b31..7b2f14e 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/Tests/AvatarFactoryModuleTests.cs
@@ -26,9 +26,12 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic;
30using Nini.Config;
29using NUnit.Framework; 31using NUnit.Framework;
30using OpenMetaverse; 32using OpenMetaverse;
31using OpenSim.Framework; 33using OpenSim.Framework;
34using OpenSim.Region.CoreModules.Asset;
32using OpenSim.Region.Framework.Scenes; 35using OpenSim.Region.Framework.Scenes;
33using OpenSim.Tests.Common; 36using OpenSim.Tests.Common;
34using OpenSim.Tests.Common.Mock; 37using OpenSim.Tests.Common.Mock;
@@ -65,5 +68,53 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
65 // TODO: Check baked texture 68 // TODO: Check baked texture
66 Assert.AreEqual(visualParams, sp.Appearance.VisualParams); 69 Assert.AreEqual(visualParams, sp.Appearance.VisualParams);
67 } 70 }
71
72 [Test]
73 public void TestSaveBakedTextures()
74 {
75 TestHelpers.InMethod();
76// log4net.Config.XmlConfigurator.Configure();
77
78 UUID userId = TestHelpers.ParseTail(0x1);
79 UUID eyesTextureId = TestHelpers.ParseTail(0x2);
80
81 // We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
82 // to the AssetService, which will then store temporary and local assets permanently
83 CoreAssetCache assetCache = new CoreAssetCache();
84
85 AvatarFactoryModule afm = new AvatarFactoryModule();
86 TestScene scene = SceneHelpers.SetupScene(assetCache);
87 SceneHelpers.SetupSceneModules(scene, afm);
88 IClientAPI tc = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
89
90 // TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
91 AssetBase uploadedAsset;
92 uploadedAsset = new AssetBase(eyesTextureId, "Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
93 uploadedAsset.Data = new byte[] { 2 };
94 uploadedAsset.Temporary = true;
95 uploadedAsset.Local = true; // Local assets aren't persisted, non-local are
96 scene.AssetService.Store(uploadedAsset);
97
98 byte[] visualParams = new byte[AvatarAppearance.VISUALPARAM_COUNT];
99 for (byte i = 0; i < visualParams.Length; i++)
100 visualParams[i] = i;
101
102 Primitive.TextureEntry bakedTextureEntry = new Primitive.TextureEntry(TestHelpers.ParseTail(0x10));
103 uint eyesFaceIndex = (uint)AppearanceManager.BakeTypeToAgentTextureIndex(BakeType.Eyes);
104 Primitive.TextureEntryFace eyesFace = bakedTextureEntry.CreateFace(eyesFaceIndex);
105 eyesFace.TextureID = eyesTextureId;
106
107 afm.SetAppearanceFromClient(tc, bakedTextureEntry, visualParams);
108 afm.SaveBakedTextures(userId);
109// Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = afm.GetBakedTextureFaces(userId);
110
111 // We should also inpsect the asset data store layer directly, but this is difficult to get at right now.
112 assetCache.Clear();
113
114 AssetBase eyesBake = scene.AssetService.Get(eyesTextureId.ToString());
115 Assert.That(eyesBake, Is.Not.Null);
116 Assert.That(eyesBake.Temporary, Is.False);
117 Assert.That(eyesBake.Local, Is.False);
118 }
68 } 119 }
69} \ No newline at end of file 120} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
index 51d1d59..cc5d061 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/LocalAssetServiceConnector.cs
@@ -129,15 +129,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
129 m_Cache = null; 129 m_Cache = null;
130 } 130 }
131 131
132 m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled local assets for region {0}", scene.RegionInfo.RegionName); 132 m_log.DebugFormat(
133 "[LOCAL ASSET SERVICES CONNECTOR]: Enabled connector for region {0}", scene.RegionInfo.RegionName);
133 134
134 if (m_Cache != null) 135 if (m_Cache != null)
135 { 136 {
136 m_log.InfoFormat("[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}", scene.RegionInfo.RegionName); 137 m_log.DebugFormat(
138 "[LOCAL ASSET SERVICES CONNECTOR]: Enabled asset caching for region {0}",
139 scene.RegionInfo.RegionName);
137 } 140 }
138 else 141 else
139 { 142 {
140 // Short-circuit directly to storage layer 143 // Short-circuit directly to storage layer. This ends up storing temporary and local assets.
141 // 144 //
142 scene.UnregisterModuleInterface<IAssetService>(this); 145 scene.UnregisterModuleInterface<IAssetService>(this);
143 scene.RegisterModuleInterface<IAssetService>(m_AssetService); 146 scene.RegisterModuleInterface<IAssetService>(m_AssetService);
@@ -246,9 +249,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
246 m_Cache.Cache(asset); 249 m_Cache.Cache(asset);
247 250
248 if (asset.Temporary || asset.Local) 251 if (asset.Temporary || asset.Local)
252 {
253// m_log.DebugFormat(
254// "[LOCAL ASSET SERVICE CONNECTOR]: Returning asset {0} {1} without querying database since status Temporary = {2}, Local = {3}",
255// asset.Name, asset.ID, asset.Temporary, asset.Local);
256
249 return asset.ID; 257 return asset.ID;
250 258 }
251 return m_AssetService.Store(asset); 259 else
260 {
261// m_log.DebugFormat(
262// "[LOCAL ASSET SERVICE CONNECTOR]: Passing {0} {1} on to asset service for storage, status Temporary = {2}, Local = {3}",
263// asset.Name, asset.ID, asset.Temporary, asset.Local);
264
265 return m_AssetService.Store(asset);
266 }
252 } 267 }
253 268
254 public bool UpdateContent(string id, byte[] data) 269 public bool UpdateContent(string id, byte[] data)