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-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs102
1 files changed, 59 insertions, 43 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 13b7498..f169117 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -186,63 +186,79 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
186 public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, 186 public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
187 string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) 187 string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face)
188 { 188 {
189 if (RenderPlugins.ContainsKey(contentType)) 189 if (!RenderPlugins.ContainsKey(contentType))
190 { 190 return UUID.Zero;
191 // If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
192 // them.
193 if (ReuseTextures)
194 disp = disp & ~DISP_EXPIRE;
195 191
196 DynamicTextureUpdater updater = new DynamicTextureUpdater(); 192 Scene scene;
197 updater.SimUUID = simID; 193 RegisteredScenes.TryGetValue(simID, out scene);
198 updater.PrimID = primID; 194
199 updater.ContentType = contentType; 195 if (scene == null)
200 updater.BodyData = data; 196 return UUID.Zero;
201 updater.UpdateTimer = updateTimer;
202 updater.UpdaterID = UUID.Random();
203 updater.Params = extraParams;
204 updater.BlendWithOldTexture = SetBlending;
205 updater.FrontAlpha = AlphaValue;
206 updater.Face = face;
207 updater.Url = "Local image";
208 updater.Disp = disp;
209 197
210 object reusableTextureUUID = null; 198 SceneObjectPart part = scene.GetSceneObjectPart(primID);
211 199
212 if (ReuseTextures) 200 if (part == null)
213 reusableTextureUUID 201 return UUID.Zero;
214 = m_reuseableDynamicTextures.Get(GenerateReusableTextureKey(data, extraParams)); 202
203 // If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
204 // them.
205 if (ReuseTextures)
206 disp = disp & ~DISP_EXPIRE;
207
208 DynamicTextureUpdater updater = new DynamicTextureUpdater();
209 updater.SimUUID = simID;
210 updater.PrimID = primID;
211 updater.ContentType = contentType;
212 updater.BodyData = data;
213 updater.UpdateTimer = updateTimer;
214 updater.UpdaterID = UUID.Random();
215 updater.Params = extraParams;
216 updater.BlendWithOldTexture = SetBlending;
217 updater.FrontAlpha = AlphaValue;
218 updater.Face = face;
219 updater.Url = "Local image";
220 updater.Disp = disp;
221
222 object objReusableTextureUUID = null;
223
224 if (ReuseTextures && !updater.BlendWithOldTexture)
225 {
226 string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams);
227 objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey);
215 228
216 // We cannot reuse a dynamic texture if the data is going to be blended with something already there. 229 if (objReusableTextureUUID != null)
217 if (reusableTextureUUID == null || updater.BlendWithOldTexture)
218 { 230 {
219 lock (Updaters) 231 // If something else has removed this temporary asset from the cache, detect and invalidate
232 // our cached uuid.
233 if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null)
220 { 234 {
221 if (!Updaters.ContainsKey(updater.UpdaterID)) 235 m_reuseableDynamicTextures.Invalidate(reuseableTextureKey);
222 { 236 objReusableTextureUUID = null;
223 Updaters.Add(updater.UpdaterID, updater);
224 }
225 } 237 }
226
227 RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
228 } 238 }
229 else 239 }
240
241 // We cannot reuse a dynamic texture if the data is going to be blended with something already there.
242 if (objReusableTextureUUID == null)
243 {
244 lock (Updaters)
230 { 245 {
231 // No need to add to updaters as the texture is always the same. Not that this functionality 246 if (!Updaters.ContainsKey(updater.UpdaterID))
232 // apppears to be implemented anyway.
233 if (RegisteredScenes.ContainsKey(updater.SimUUID))
234 { 247 {
235 SceneObjectPart part = RegisteredScenes[updater.SimUUID].GetSceneObjectPart(updater.PrimID); 248 Updaters.Add(updater.UpdaterID, updater);
236
237 if (part != null)
238 updater.UpdatePart(part, (UUID)reusableTextureUUID);
239 } 249 }
240 } 250 }
241 251
242 return updater.UpdaterID; 252 RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
243 } 253 }
244 254 else
245 return UUID.Zero; 255 {
256 // No need to add to updaters as the texture is always the same. Not that this functionality
257 // apppears to be implemented anyway.
258 updater.UpdatePart(part, (UUID)objReusableTextureUUID);
259 }
260
261 return updater.UpdaterID;
246 } 262 }
247 263
248 private string GenerateReusableTextureKey(string data, string extraParams) 264 private string GenerateReusableTextureKey(string data, string extraParams)