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https://github.com/opensim/opensim.git
synced 2026-08-12 12:25:42 +08:00
Massive tab and trailing space cleanup
This commit is contained in:
@@ -75,7 +75,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
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m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
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m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
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// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
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}
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@@ -166,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings)
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/// Set appearance data (texture asset IDs and slider settings)
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="texture"></param>
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@@ -190,7 +190,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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changed = sp.Appearance.SetVisualParams(visualParams);
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}
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// Process the baked texture array
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if (textureEntry != null)
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{
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@@ -267,7 +267,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
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//foreach (WearableCacheItem item in items)
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//{
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//}
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return items;
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}
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@@ -468,7 +468,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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sp.Appearance.WearableCacheItems = wearableCache;
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if (missing.Count > 0)
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{
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foreach (UUID id in missing)
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@@ -493,7 +493,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
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{
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int j = AvatarAppearance.BAKE_INDICES[iter];
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m_log.Debug("[UpdateBCache] {" + iter + "/" +
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m_log.Debug("[UpdateBCache] {" + iter + "/" +
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sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
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sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
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sp.Appearance.WearableCacheItems[j].TextureID);
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@@ -588,7 +588,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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wearableCacheValid = false;
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}
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}
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wearableCacheValid = (wearableCacheValid && (hits >= AvatarAppearance.BAKE_INDICES.Length - 1));
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if (wearableCacheValid)
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m_log.Debug("[ValidateBakedCache] have valid local cache");
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@@ -601,7 +601,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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if (!wearableCacheValid)
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{
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hits = 0;
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// only use external bake module on login condition check
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// only use external bake module on login condition check
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// ScenePresence ssp = null;
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// if (sp is ScenePresence)
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{
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@@ -816,7 +816,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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foreach (KeyValuePair<UUID, long> kvp in saves)
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{
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// We have to load the key and value into local parameters to avoid a race condition if we loop
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// around and load kvp with a different value before FireAndForget has launched its thread.
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// around and load kvp with a different value before FireAndForget has launched its thread.
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UUID avatarID = kvp.Key;
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long sendTime = kvp.Value;
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@@ -869,13 +869,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
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// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
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// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
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// Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes).
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m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
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}
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/// <summary>
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/// For a given set of appearance items, check whether the items are valid and add their asset IDs to
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/// For a given set of appearance items, check whether the items are valid and add their asset IDs to
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/// appearance data.
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/// </summary>
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/// <param name='userID'></param>
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@@ -893,7 +893,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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{
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m_log.WarnFormat(
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"[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
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"[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
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i, j, userID);
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continue;
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@@ -967,7 +967,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// case WearableType.Skin:
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// //case WearableType.Underpants:
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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//
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//
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// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
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// resetwearable = true;
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// break;
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@@ -975,7 +975,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// }
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// continue;
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// }
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//
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//
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// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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// baseItem = invService.GetItem(baseItem);
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//
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@@ -1002,7 +1002,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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//
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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// resetwearable = true;
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//
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//
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// }
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// }
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// }
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@@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// if (appearance.Wearables[(int) WearableType.Eyes] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
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//
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//
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// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
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// resetwearable = true;
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// }
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@@ -1213,7 +1213,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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}, null, "AvatarFactoryModule.OnClientRequestWearables");
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}
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings) received from a client
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/// </summary>
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@@ -1299,12 +1299,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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UUID texture = UUID.Zero;
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int index = request.BakedTextureIndex;
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if (m_reusetextures)
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{
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// this is the most insanely dumb way to do this... however it seems to
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// actually work. if the appearance has been reset because wearables have
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// changed then the texture entries are zero'd out until the bakes are
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// changed then the texture entries are zero'd out until the bakes are
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// uploaded. on login, if the textures exist in the cache (eg if you logged
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// into the simulator recently, then the appearance will pull those and send
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// them back in the packet and you won't have to rebake. if the textures aren't
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@@ -1320,7 +1320,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
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}
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CachedTextureResponseArg response = new CachedTextureResponseArg();
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response.BakedTextureIndex = index;
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response.BakedTextureID = texture;
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@@ -1328,7 +1328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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cachedTextureResponse.Add(response);
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}
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// m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
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// The serial number appears to be used to match requests and responses
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// in the texture transaction. We just send back the serial number
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@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
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// to the AssetService, which will then store temporary and local assets permanently
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CoreAssetCache assetCache = new CoreAssetCache();
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = new SceneHelpers(assetCache).SetupScene();
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SceneHelpers.SetupSceneModules(scene, afm);
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@@ -63,7 +63,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
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AssetBase bakedTextureAsset;
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bakedTextureAsset
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bakedTextureAsset
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= new AssetBase(
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bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
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bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
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@@ -85,7 +85,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// This is the alpha texture
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eyesFace.TextureID = bakedTextureID;
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afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
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Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
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AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
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@@ -98,7 +98,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// Test appearance setting where the baked texture UUID are library alpha textures.
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/// </summary>
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/// <remarks>
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/// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
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/// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
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/// rebake.
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/// </remarks>
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[Test]
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@@ -113,14 +113,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
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// to the AssetService, which will then store temporary and local assets permanently
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CoreAssetCache assetCache = new CoreAssetCache();
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = new SceneHelpers(assetCache).SetupScene();
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SceneHelpers.SetupSceneModules(scene, afm);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
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AssetBase libraryAsset;
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libraryAsset
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libraryAsset
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= new AssetBase(
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alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
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libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
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@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// This is the alpha texture
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eyesFace.TextureID = alphaTextureID;
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afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
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Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
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}
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@@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
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// to the AssetService, which will then store temporary and local assets permanently
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CoreAssetCache assetCache = new CoreAssetCache();
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AvatarFactoryModule afm = new AvatarFactoryModule();
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TestScene scene = new SceneHelpers(assetCache).SetupScene();
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SceneHelpers.SetupSceneModules(scene, afm);
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