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Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs99
1 files changed, 63 insertions, 36 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index ab1c206..7d6d191 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -115,8 +115,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
115 115
116 #endregion 116 #endregion
117 117
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>
118 public bool ValidateBakedTextureCache(IClientAPI client) 124 public bool ValidateBakedTextureCache(IClientAPI client)
119 { 125 {
126 return ValidateBakedTextureCache(client, true);
127 }
128
129 private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
130 {
120 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 131 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
121 if (sp == null) 132 if (sp == null)
122 { 133 {
@@ -131,15 +142,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
131 { 142 {
132 int idx = AvatarAppearance.BAKE_INDICES[i]; 143 int idx = AvatarAppearance.BAKE_INDICES[i];
133 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx]; 144 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
134 if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE) 145
146 // if there is no texture entry, skip it
147 if (face == null)
135 continue; 148 continue;
136 149
150 // if the texture is one of the "defaults" then skip it
151 // this should probably be more intelligent (skirt texture doesnt matter
152 // if the avatar isnt wearing a skirt) but if any of the main baked
153 // textures is default then the rest should be as well
154 if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
155 continue;
156
137 defonly = false; // found a non-default texture reference 157 defonly = false; // found a non-default texture reference
138 158
139 if (! CheckBakedTextureAsset(client,face.TextureID,idx)) 159 if (! CheckBakedTextureAsset(client,face.TextureID,idx))
140 return false; 160 {
161 // the asset didn't exist if we are only checking, then we found a bad
162 // one and we're done otherwise, ask for a rebake
163 if (checkonly) return false;
164
165 m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID);
166 client.SendRebakeAvatarTextures(face.TextureID);
167 }
141 } 168 }
142 169
170 m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId);
171
143 // 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
144 return (defonly ? false : true); 173 return (defonly ? false : true);
145 } 174 }
@@ -158,55 +187,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
158 return; 187 return;
159 } 188 }
160 189
161 // m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId); 190 m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId);
162 191
192 // TODO: This is probably not necessary any longer, just assume the
193 // textureEntry set implies that the appearance transaction is complete
163 bool changed = false; 194 bool changed = false;
164 195
165 // 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
166 // going to be handled correctly but it does serialize the updates to the appearance 197 // going to be handled correctly but it does serialize the updates to the appearance
167 lock (m_setAppearanceLock) 198 lock (m_setAppearanceLock)
168 { 199 {
200 // Process the visual params, this may change height as well
201 if (visualParams != null)
202 {
203 changed = sp.Appearance.SetVisualParams(visualParams);
204 if (sp.Appearance.AvatarHeight > 0)
205 sp.SetHeight(sp.Appearance.AvatarHeight);
206 }
207
208 // Process the baked texture array
169 if (textureEntry != null) 209 if (textureEntry != null)
170 { 210 {
171 changed = sp.Appearance.SetTextureEntries(textureEntry); 211 changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
172 212
173 // m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId); 213 m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId);
214 Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
174 215
175 for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++) 216 // This appears to be set only in the final stage of the appearance
176 { 217 // update transaction. In theory, we should be able to do an immediate
177 int idx = AvatarAppearance.BAKE_INDICES[i]; 218 // appearance send and save here.
178 Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
179 if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
180 Util.FireAndForget(delegate(object o) {
181 if (! CheckBakedTextureAsset(client,face.TextureID,idx))
182 client.SendRebakeAvatarTextures(face.TextureID);
183 });
184 }
185 219
186 m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId); 220 QueueAppearanceSave(client.AgentId);
221 QueueAppearanceSend(client.AgentId);
187 } 222 }
188 223
189 // Process the visual params, this may change height as well
190 if (visualParams != null)
191 {
192 if (sp.Appearance.SetVisualParams(visualParams))
193 {
194 changed = true;
195 if (sp.Appearance.AvatarHeight > 0)
196 sp.SetHeight(sp.Appearance.AvatarHeight);
197 }
198 }
199 } 224 }
200
201 225
202 // If something changed in the appearance then queue an appearance save 226 // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
203 if (changed)
204 QueueAppearanceSave(client.AgentId);
205
206 // And always queue up an appearance update to send out
207 QueueAppearanceSend(client.AgentId);
208
209 // m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
210 } 227 }
211 228
212 /// <summary> 229 /// <summary>
@@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
229 246
230 #region UpdateAppearanceTimer 247 #region UpdateAppearanceTimer
231 248
249 /// <summary>
250 /// Queue up a request to send appearance, makes it possible to
251 /// accumulate changes without sending out each one separately.
252 /// </summary>
232 public void QueueAppearanceSend(UUID agentid) 253 public void QueueAppearanceSend(UUID agentid)
233 { 254 {
234 // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); 255 // m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
@@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
268 289
269 // Send the appearance to everyone in the scene 290 // Send the appearance to everyone in the scene
270 sp.SendAppearanceToAllOtherAgents(); 291 sp.SendAppearanceToAllOtherAgents();
292
293 // Send animations back to the avatar as well
294 sp.Animator.SendAnimPack();
271 } 295 }
272 296
273 private void HandleAppearanceSave(UUID agentid) 297 private void HandleAppearanceSave(UUID agentid)
@@ -353,9 +377,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
353 377
354 // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); 378 // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
355 379
380 // we need to clean out the existing textures
381 sp.Appearance.ResetAppearance();
382
356 // 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
357 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); 384 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
358 385
359 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) 386 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
360 { 387 {
361 if (wear.Type < AvatarWearable.MAX_WEARABLES) 388 if (wear.Type < AvatarWearable.MAX_WEARABLES)