From 8a3157aa6a83b7b84811cd4675ba9fc8e6fbd32e Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Wed, 29 Oct 2008 18:38:10 +0000 Subject: * Check in (disabled) results of not persisting avatar textures but rather sending ImageNotFound to clients if avatar textures are missing * Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind * There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but instead I'm going to opt for the easy solution of keeping them in the asset database, for now --- OpenSim/Framework/Communications/Cache/AssetCache.cs | 18 ++++++++++++++---- OpenSim/Framework/IClientAPI.cs | 6 ++++++ 2 files changed, 20 insertions(+), 4 deletions(-) (limited to 'OpenSim/Framework') diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index 1ae7eb7..e1e42cf 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs @@ -350,11 +350,21 @@ namespace OpenSim.Framework.Communications.Cache // According to http://wiki.secondlife.com/wiki/AssetUploadRequest, Local signifies that the // information is stored locally. It could disappear, in which case we could send the - // ImageNotInDatabase packet to tell the client this. However, when this was enabled in - // TextureNotFoundSender it ended up crashing clients - we need to go back and try this again. + // ImageNotInDatabase packet to tell the client this. + // + // However, this doesn't quite appear to work with local textures that are part of an avatar's + // appearance texture set. Whilst sending an ImageNotInDatabase does trigger an automatic rebake + // and reupload by the client, if those assets aren't pushed to the asset server anyway, then + // on crossing onto another region server, other avatars can no longer get the required textures. + // There doesn't appear to be any signal from the sim to the newly region border crossed client + // asking it to reupload its local texture assets to that region server. + // + // One can think of other cunning ways around this. For instance, on a region crossing or teleport, + // the original sim could squirt local assets to the new sim. Or the new sim could have pointers + // to the original sim to fetch the 'local' assets (this is getting more complicated). + // + // But for now, we're going to take the easy way out and store local assets globally. // - // In the mean time, we're just going to push local assets to the permanent store instead. - // TODO: Need to come back and address this. // TODO: Also, Temporary is now deprecated. We should start ignoring it and not passing it out from LLClientView. if (!asset.Temporary || asset.Local) { diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index c8a54a7..538a2e7 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -829,6 +829,12 @@ namespace OpenSim.Framework /// /// void SendImageNextPart(ushort partNumber, UUID imageUuid, byte[] imageData); + + /// + /// Tell the client that the requested texture cannot be found + /// + /// + void SendImageNotFound(UUID imageid); void SendShutdownConnectionNotice(); -- cgit v1.1