Fixed several unhandled exceptions and performance issues with PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time

This commit is contained in:
John Hurliman
2010-03-16 11:50:22 -07:00
parent d722519b31
commit b4dcdffb50
5 changed files with 71 additions and 59 deletions

View File

@@ -203,44 +203,54 @@ namespace OpenSim.Region.DataSnapshot.Providers
{
string bestguess = string.Empty;
Dictionary<UUID, int> counts = new Dictionary<UUID, int>();
if (sog.RootPart.Shape != null && sog.RootPart.Shape.ProfileShape == ProfileShape.Square &&
sog.RootPart.Shape.Textures != null && sog.RootPart.Shape.Textures.FaceTextures != null)
{
if (sog.RootPart.Shape.Textures.DefaultTexture.TextureID != UUID.Zero &&
sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_DefaultImage &&
sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_BlankImage &&
sog.RootPart.Shape.Textures.DefaultTexture.RGBA.A < 50)
{
counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = 8;
}
foreach (Primitive.TextureEntryFace tentry in sog.RootPart.Shape.Textures.FaceTextures)
PrimitiveBaseShape shape = sog.RootPart.Shape;
if (shape != null && shape.ProfileShape == ProfileShape.Square)
{
Primitive.TextureEntry textures = shape.Textures;
if (textures != null)
{
if (tentry != null)
if (textures.DefaultTexture != null &&
textures.DefaultTexture.TextureID != UUID.Zero &&
textures.DefaultTexture.TextureID != m_DefaultImage &&
textures.DefaultTexture.TextureID != m_BlankImage &&
textures.DefaultTexture.RGBA.A < 50f)
{
if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
counts[textures.DefaultTexture.TextureID] = 8;
}
if (textures.FaceTextures != null)
{
foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures)
{
int c = 0;
counts.TryGetValue(tentry.TextureID, out c);
counts[tentry.TextureID] = c + 1;
// decrease the default texture count
if (counts.ContainsKey(sog.RootPart.Shape.Textures.DefaultTexture.TextureID))
counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] - 1;
if (tentry != null)
{
if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
{
int c = 0;
counts.TryGetValue(tentry.TextureID, out c);
counts[tentry.TextureID] = c + 1;
// decrease the default texture count
if (counts.ContainsKey(textures.DefaultTexture.TextureID))
counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1;
}
}
}
}
// Let's pick the most unique texture
int min = 9999;
foreach (KeyValuePair<UUID, int> kv in counts)
{
if (kv.Value < min && kv.Value >= 1)
{
bestguess = kv.Key.ToString();
min = kv.Value;
}
}
}
// Let's pick the most unique texture
int min = 9999;
foreach (KeyValuePair<UUID, int> kv in counts)
{
if (kv.Value < min && kv.Value >= 1)
{
bestguess = kv.Key.ToString();
min = kv.Value;
}
}
}
return bestguess;
}
}