i can haz pantz?

You sure can.  This change set restores pants (and the rest of the
default appearance) in grid mode.  The 
root issue had to do with serializing multi-faced textures to the 
grid server.  This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on 
standalone, but this should be in a good kicking around state for 
grid users.
This commit is contained in:
Sean Dague
2008-05-19 19:08:59 +00:00
parent 4b622ec881
commit 9808f39b6f
6 changed files with 125 additions and 123 deletions

View File

@@ -59,112 +59,114 @@ namespace OpenSim.Region.Modules.AvatarFactory
public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
{
appearance = m_scene.CommsManager.UserService.GetUserAppearance(avatarId);
return true;
//should only let one thread at a time do this part
EventWaitHandle waitHandle = null;
bool fetchInProgress = false;
lock (m_syncLock)
{
appearance = CheckCache(avatarId);
if (appearance != null)
{
return true;
}
// //should only let one thread at a time do this part
// EventWaitHandle waitHandle = null;
// bool fetchInProgress = false;
// lock (m_syncLock)
// {
// appearance = CheckCache(avatarId);
// if (appearance != null)
// {
// return true;
// }
//not in cache so check to see if another thread is already fetching it
if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
{
fetchInProgress = true;
}
else
{
fetchInProgress = false;
// //not in cache so check to see if another thread is already fetching it
// if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
// {
// fetchInProgress = true;
// }
// else
// {
// fetchInProgress = false;
//no thread already fetching this appearance, so add a wait handle to list
//for any following threads that want the same appearance
waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
m_fetchesInProgress.Add(avatarId, waitHandle);
}
}
// //no thread already fetching this appearance, so add a wait handle to list
// //for any following threads that want the same appearance
// waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
// m_fetchesInProgress.Add(avatarId, waitHandle);
// }
// }
if (fetchInProgress)
{
waitHandle.WaitOne();
appearance = CheckCache(avatarId);
if (appearance != null)
{
waitHandle = null;
return true;
}
else
{
waitHandle = null;
return false;
}
}
else
{
// BUG: !? (Reduced from 5000 to 500 by Adam)
Thread.Sleep(500); //why is this here?
// if (fetchInProgress)
// {
// waitHandle.WaitOne();
// appearance = CheckCache(avatarId);
// if (appearance != null)
// {
// waitHandle = null;
// return true;
// }
// else
// {
// waitHandle = null;
// return false;
// }
// }
// else
// {
// // BUG: !? (Reduced from 5000 to 500 by Adam)
// Thread.Sleep(500); //why is this here?
//this is the first thread to request this appearance
//so let it check the db and if not found then create a default appearance
//and add that to the cache
appearance = CheckDatabase(avatarId);
if (appearance != null)
{
//appearance has now been added to cache so lets pulse any waiting threads
lock (m_syncLock)
{
m_fetchesInProgress.Remove(avatarId);
waitHandle.Set();
}
// waitHandle.Close();
waitHandle = null;
return true;
}
// //this is the first thread to request this appearance
// //so let it check the db and if not found then create a default appearance
// //and add that to the cache
// appearance = CheckDatabase(avatarId);
// if (appearance != null)
// {
// //appearance has now been added to cache so lets pulse any waiting threads
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// // waitHandle.Close();
// waitHandle = null;
// return true;
// }
//not found a appearance for the user, so create a new default one
appearance = CreateDefault(avatarId);
if (appearance != null)
{
//update database
if (m_enablePersist)
{
m_appearanceMapper.Add(avatarId.UUID, appearance);
}
// //not found a appearance for the user, so create a new default one
// appearance = CreateDefault(avatarId);
// if (appearance != null)
// {
// //update database
// if (m_enablePersist)
// {
// m_appearanceMapper.Add(avatarId.UUID, appearance);
// }
//add appearance to dictionary cache
lock (m_avatarsAppearance)
{
m_avatarsAppearance[avatarId] = appearance;
}
// //add appearance to dictionary cache
// lock (m_avatarsAppearance)
// {
// m_avatarsAppearance[avatarId] = appearance;
// }
//appearance has now been added to cache so lets pulse any waiting threads
lock (m_syncLock)
{
m_fetchesInProgress.Remove(avatarId);
waitHandle.Set();
}
// waitHandle.Close();
waitHandle = null;
return true;
}
else
{
//something went wrong, so release the wait handle and remove it
//all waiting threads will fail to find cached appearance
//but its better for them to fail than wait for ever
lock (m_syncLock)
{
m_fetchesInProgress.Remove(avatarId);
waitHandle.Set();
}
//waitHandle.Close();
waitHandle = null;
return false;
}
}
// //appearance has now been added to cache so lets pulse any waiting threads
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// // waitHandle.Close();
// waitHandle = null;
// return true;
// }
// else
// {
// //something went wrong, so release the wait handle and remove it
// //all waiting threads will fail to find cached appearance
// //but its better for them to fail than wait for ever
// lock (m_syncLock)
// {
// m_fetchesInProgress.Remove(avatarId);
// waitHandle.Set();
// }
// //waitHandle.Close();
// waitHandle = null;
// return false;
// }
// }
}
private AvatarAppearance CreateDefault(LLUUID avatarId)