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