add a Check method to flotsamAssetCache, so to check if a asset is in

cache without actually loading it. Make use limited use of it in
avatarfactory textures check. Also on llclientview
HandleAgentTextureCached that now should work. Other asset cache modules
for now will return false, so are broken. baked textures logic
still unchanged. *UNTESTED*
This commit is contained in:
UbitUmarov
2012-12-13 02:55:36 +00:00
parent 71fc9f29f9
commit 20773dcfcc
7 changed files with 151 additions and 20 deletions

View File

@@ -361,6 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public bool ValidateBakedTextureCache(IScenePresence sp)
{
bool defonly = true; // are we only using default textures
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
// Process the texture entry
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
@@ -385,8 +386,16 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
defonly = false; // found a non-default texture reference
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
return false;
if (cache != null)
{
if (!cache.Check(face.TextureID.ToString()))
return false;
}
else
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
return false;
}
}
// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
@@ -398,6 +407,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
{
int texturesRebaked = 0;
IImprovedAssetCache cache = m_scene.RequestModuleInterface<IImprovedAssetCache>();
for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
@@ -421,21 +431,36 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (missingTexturesOnly)
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
if (cache != null)
{
continue;
if (cache.Check(face.TextureID.ToString()))
continue;
else
{
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
else
{
// On inter-simulator teleports, this occurs if baked textures are not being stored by the
// grid asset service (which means that they are not available to the new region and so have
// to be re-requested from the client).
//
// The only available core OpenSimulator behaviour right now
// is not to store these textures, temporarily or otherwise.
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
if (m_scene.AssetService.Get(face.TextureID.ToString()) != null)
{
continue;
}
else
{
// On inter-simulator teleports, this occurs if baked textures are not being stored by the
// grid asset service (which means that they are not available to the new region and so have
// to be re-requested from the client).
//
// The only available core OpenSimulator behaviour right now
// is not to store these textures, temporarily or otherwise.
m_log.DebugFormat(
"[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
face.TextureID, idx, sp.Name);
}
}
}
else