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Separate out rebake request code from cache validation code AvatarFactoryModule.
This allows some logic simplification and allows an external caller to manually request rebakes even if textures are uploaded (future command).
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@@ -61,7 +61,29 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>true if a valid agent was found, false otherwise</returns>
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bool SaveBakedTextures(UUID agentId);
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/// <summary>
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/// Validate that OpenSim can find the baked textures need to display a given avatar
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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/// <returns>
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/// true if all the baked textures referenced by the texture IDs exist or the appearance is only using default textures. false otherwise.
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/// </returns>
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bool ValidateBakedTextureCache(IScenePresence sp);
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/// <summary>
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/// Request a rebake of textures for an avatar.
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/// </summary>
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/// <remarks>
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/// This will send the request to the viewer, since it's there that the rebake is done.
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/// </remarks>
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/// <param name="sp">Avatar to rebake.</param>
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/// <param name="missingTexturesOnly">
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/// If true, only request a rebake for the textures that are missing.
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/// If false then we request a rebake of all textures for which we already have references.
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/// </param>
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void RequestRebake(IScenePresence sp, bool missingTexturesOnly);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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