Adds an event and a method so that handling of the CachedTexture

packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
This commit is contained in:
Mic Bowman
2013-05-08 13:13:51 -07:00
parent 601aa91163
commit 33aaa40bee
8 changed files with 175 additions and 16 deletions

View File

@@ -64,6 +64,8 @@ namespace OpenSim.Framework
public delegate void NetworkStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void CachedTextureRequest(IClientAPI remoteClient, int serial, List<CachedTextureRequestArg> cachedTextureRequest);
public delegate void SetAppearance(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams);
public delegate void StartAnim(IClientAPI remoteClient, UUID animID);
@@ -780,6 +782,7 @@ namespace OpenSim.Framework
event EstateChangeInfo OnEstateChangeInfo;
event EstateManageTelehub OnEstateManageTelehub;
// [Obsolete("LLClientView Specific.")]
event CachedTextureRequest OnCachedTextureRequest;
event SetAppearance OnSetAppearance;
// [Obsolete("LLClientView Specific - Replace and rename OnAvatarUpdate. Difference from SetAppearance?")]
event AvatarNowWearing OnAvatarNowWearing;
@@ -1087,6 +1090,8 @@ namespace OpenSim.Framework
/// <param name="textureEntry"></param>
void SendAppearance(UUID agentID, byte[] visualParams, byte[] textureEntry);
void SendCachedTextureResponse(ISceneEntity avatar, int serial, List<CachedTextureResponseArg> cachedTextures);
void SendStartPingCheck(byte seq);
/// <summary>