minor clean, dont check for cache if we aren't using it..

This commit is contained in:
UbitUmarov
2014-08-07 08:47:03 +01:00
parent 1408c9eee7
commit dfa9ba0937
2 changed files with 29 additions and 107 deletions

View File

@@ -493,18 +493,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
wearableCache = WearableCacheItem.GetDefaultCacheItem();
// debug
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
{
int j = AvatarAppearance.BAKE_INDICES[iter];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[iter];
if(face != null)
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - " + face.TextureID);
else
m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - No texture");
}
int hits = 0;
int hits = 0;
// Cache wearable data for teleport.
// Only makes sense if there's a bake module and a cache module
if (bakedModule != null && cache != null)
@@ -546,7 +535,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
// No face, so lets check our baked service cache, teleport or login.
// No face, so lets check our cache
if (face == null || face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{
sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint)idx);
@@ -560,8 +549,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
face = sp.Appearance.Texture.FaceTextures[idx];
wearableCache[idx].CacheId = UUID.Zero;
wearableCache[idx].TextureAsset = null;
// lets try not invalidating the cache entry
// wearableCache[idx].CacheId = UUID.Zero;
// wearableCache[idx].TextureAsset = null;
continue;
}
}
@@ -624,14 +614,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (face == null)
continue;
// m_log.DebugFormat(
// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}",
// face.TextureID, idx, client.Name, client.AgentId);
// if the texture is one of the "defaults" then skip it
// this should probably be more intelligent (skirt texture doesnt matter
// if the avatar isnt wearing a skirt) but if any of the main baked
// textures is default then the rest should be as well
if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
continue;