diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs index 105a1e028b..e1b4fe756b 100644 --- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs +++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs @@ -47,7 +47,6 @@ using Caps = OpenSim.Framework.Capabilities.Caps; namespace OpenSim.Capabilities.Handlers { - public class GetTextureHandler : BaseStreamHandler { private static readonly ILog m_log = @@ -67,7 +66,6 @@ namespace OpenSim.Capabilities.Handlers public override byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse) { - // Try to parse the texture ID from the request URL NameValueCollection query = HttpUtility.ParseQueryString(httpRequest.Url.Query); string textureStr = query.GetOne("texture_id"); @@ -85,6 +83,8 @@ namespace OpenSim.Capabilities.Handlers UUID textureID; if (!String.IsNullOrEmpty(textureStr) && UUID.TryParse(textureStr, out textureID)) { +// m_log.DebugFormat("[GETTEXTURE]: Received request for texture id {0}", textureID); + string[] formats; if (format != null && format != string.Empty) { @@ -105,7 +105,6 @@ namespace OpenSim.Capabilities.Handlers if (FetchTexture(httpRequest, httpResponse, textureID, f)) break; } - } else { diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs index 96ecea6cb6..6d14b82075 100644 --- a/OpenSim/Data/MySQL/MySQLSimulationData.cs +++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs @@ -1209,7 +1209,6 @@ namespace OpenSim.Data.MySQL return prim; } - /// /// Build a prim inventory item from the persisted data. /// diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs index d0605e3bc9..94c141793d 100644 --- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs @@ -968,6 +968,11 @@ namespace OpenSim.Region.CoreModules.World.Estate args.terrainDetail2 = Scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = Scene.RegionInfo.RegionSettings.TerrainTexture4; + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 1 {0} for region {1}", args.terrainDetail0, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 2 {0} for region {1}", args.terrainDetail1, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 3 {0} for region {1}", args.terrainDetail2, Scene.RegionInfo.RegionName); + m_log.DebugFormat("[ESTATE MANAGEMENT MODULE]: Sending terrain texture 4 {0} for region {1}", args.terrainDetail3, Scene.RegionInfo.RegionName); + remoteClient.SendRegionHandshake(Scene.RegionInfo,args); } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d3de37d361..f86b3b6a04 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -588,7 +588,42 @@ namespace OpenSim.Region.Framework.Scenes #region Region Settings // Load region settings - m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); + // LoadRegionSettings creates new region settings in persistence if they don't already exist for this region. + // However, in this case, the default textures are not set in memory properly, so we need to do it here and + // resave. + // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new + // region is set up and avoid these gyrations. + RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); + bool updatedTerrainTextures = false; + if (rs.TerrainTexture1 == UUID.Zero) + { + rs.TerrainTexture1 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_1; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture2 == UUID.Zero) + { + rs.TerrainTexture2 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_2; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture3 == UUID.Zero) + { + rs.TerrainTexture3 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_3; + updatedTerrainTextures = true; + } + + if (rs.TerrainTexture4 == UUID.Zero) + { + rs.TerrainTexture4 = RegionSettings.DEFAULT_TERRAIN_TEXTURE_4; + updatedTerrainTextures = true; + } + + if (updatedTerrainTextures) + rs.Save(); + + m_regInfo.RegionSettings = rs; + if (estateDataService != null) m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);