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

@@ -55,6 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private int m_savetime = 5; // seconds to wait before saving changed appearance
private int m_sendtime = 2; // seconds to wait before sending changed appearance
private bool m_reusetextures = false;
private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
@@ -73,6 +74,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
@@ -131,6 +134,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
client.OnRequestWearables += Client_OnRequestWearables;
client.OnSetAppearance += Client_OnSetAppearance;
client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
}
#endregion
@@ -671,6 +675,61 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
QueueAppearanceSave(client.AgentId);
}
}
/// <summary>
/// Respond to the cached textures request from the client
/// </summary>
/// <param name="client"></param>
/// <param name="serial"></param>
/// <param name="cachedTextureRequest"></param>
private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
{
// m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
foreach (CachedTextureRequestArg request in cachedTextureRequest)
{
UUID texture = UUID.Zero;
int index = request.BakedTextureIndex;
if (m_reusetextures)
{
// this is the most insanely dumb way to do this... however it seems to
// actually work. if the appearance has been reset because wearables have
// changed then the texture entries are zero'd out until the bakes are
// uploaded. on login, if the textures exist in the cache (eg if you logged
// into the simulator recently, then the appearance will pull those and send
// them back in the packet and you won't have to rebake. if the textures aren't
// in the cache then the intial makeroot() call in scenepresence will zero
// them out.
//
// a better solution (though how much better is an open question) is to
// store the hashes in the appearance and compare them. Thats's coming.
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
if (face != null)
texture = face.TextureID;
// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
}
CachedTextureResponseArg response = new CachedTextureResponseArg();
response.BakedTextureIndex = index;
response.BakedTextureID = texture;
response.HostName = null;
cachedTextureResponse.Add(response);
}
// m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
// The serial number appears to be used to match requests and responses
// in the texture transaction. We just send back the serial number
// that was provided in the request. The viewer bumps this for us.
client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
}
#endregion
public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)