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From: Alan Webb <alan_webb@us.ibm.com>
This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
This commit is contained in:
@@ -46,6 +46,9 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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private const int ALL_SIDES = -1;
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public const int DISP_EXPIRE = 1;
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public const int DISP_TEMP = 2;
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private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
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private Dictionary<string, IDynamicTextureRender> RenderPlugins =
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@@ -110,15 +113,17 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, SetBlending, AlphaValue, ALL_SIDES);
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return AddDynamicTextureURL(simID, primID, contentType, url,
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extraParams, updateTimer, SetBlending,
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(int)(DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue, int face)
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string extraParams, int updateTimer, bool SetBlending,
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int disp, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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//m_log.Debug("dynamic texture being created: " + url + " of type " + contentType);
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DynamicTextureUpdater updater = new DynamicTextureUpdater();
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updater.SimUUID = simID;
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@@ -131,6 +136,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Disp = disp;
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lock (Updaters)
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{
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@@ -155,11 +161,12 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending, AlphaValue, ALL_SIDES);
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return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending,
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(int) (DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue, int face)
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string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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@@ -175,6 +182,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Url = "Local image";
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updater.Disp = disp;
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lock (Updaters)
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{
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@@ -252,6 +260,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID UpdaterID;
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public int UpdateTimer;
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public int Face;
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public int Disp;
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public string Url;
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public DynamicTextureUpdater()
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@@ -269,7 +278,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
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if (data == null || data.Length <= 1)
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if (part == null || data == null || data.Length <= 1)
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{
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string msg =
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String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url);
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@@ -309,8 +318,9 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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asset.Type = 0;
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asset.Description = String.Format("URL image : {0}", Url);
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asset.Local = false;
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asset.Temporary = true;
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asset.Temporary = ((Disp & DISP_TEMP) != 0);
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scene.AssetService.Store(asset);
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// scene.CommsManager.AssetCache.AddAsset(asset);
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IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
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if (cacheLayerDecode != null)
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@@ -320,37 +330,42 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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LastAssetID = asset.FullID;
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}
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// mostly keep the values from before
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Primitive.TextureEntry tmptex = part.Shape.Textures;
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UUID oldID = UUID.Zero;
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// remove the old asset from the cache later
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UUID oldID = tmptex.DefaultTexture.TextureID;
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if (Face == ALL_SIDES)
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lock(part)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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else
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{
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try
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{
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Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face);
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texface.TextureID = asset.FullID;
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tmptex.FaceTextures[Face] = texface;
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}
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catch(Exception)
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// mostly keep the values from before
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Primitive.TextureEntry tmptex = part.Shape.Textures;
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// remove the old asset from the cache
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oldID = tmptex.DefaultTexture.TextureID;
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if(Face == ALL_SIDES)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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else
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{
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try
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{
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Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face);
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texface.TextureID = asset.FullID;
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tmptex.FaceTextures[Face] = texface;
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}
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catch(Exception e)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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}
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// I'm pretty sure we always want to force this to true
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// I'm pretty sure noone whats to set fullbright true if it wasn't true before.
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// tmptex.DefaultTexture.Fullbright = true;
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part.UpdateTexture(tmptex);
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}
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// I'm pretty sure we always want to force this to true
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// I'm pretty sure noone whats to set fullbright true if it wasn't true before.
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// tmptex.DefaultTexture.Fullbright = true;
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part.UpdateTexture(tmptex);
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if (Face == ALL_SIDES)
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if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0))
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{
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// scene.CommsManager.AssetCache.ExpireAsset(oldID);
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scene.AssetService.Delete(oldID.ToString());
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