Merge branch 'DRTVWR-559' of ssh://github.com/secondlife/viewer into DRTVWR-559

master
Dave Parks 2023-11-02 10:49:05 -05:00
commit 439d26ccdc
4 changed files with 113 additions and 21 deletions

View File

@ -5830,13 +5830,19 @@ void LLSelectMgr::processObjectProperties(LLMessageSystem* msg, void** user_data
}
else
{
// save texture data as soon as we get texture perms first time
bool save_textures = !node->mValid;
if (node->mInventorySerial != inv_serial && node->getObject())
{
node->getObject()->dirtyInventory();
// Even if this isn't object's first udpate, inventory changed
// and some of the applied textures might have been in inventory
// so update texture list.
save_textures = true;
}
// save texture data as soon as we get texture perms first time
if (!node->mValid)
if (save_textures)
{
BOOL can_copy = FALSE;
BOOL can_transfer = FALSE;

View File

@ -961,7 +961,9 @@ BOOL LLToolDragAndDrop::handleDropMaterialProtections(LLViewerObject* hit_obj,
LLNotificationsUtil::add("ErrorMessage", args);
return FALSE;
}
if (hit_obj->getInventoryItemByAsset(item->getAssetUUID()))
// Make sure to verify both id and type since 'null'
// is a shared default for some asset types.
if (hit_obj->getInventoryItemByAsset(item->getAssetUUID(), item->getType()))
{
// if the asset is already in the object's inventory
// then it can always be added to a side.

View File

@ -3498,22 +3498,29 @@ void LLViewerObject::removeInventory(const LLUUID& item_id)
++mExpectedInventorySerialNum;
}
bool LLViewerObject::isAssetInInventory(LLViewerInventoryItem* item)
bool LLViewerObject::isAssetInInventory(LLViewerInventoryItem* item, LLAssetType::EType type)
{
bool result = false;
bool result = false;
if (item)
{
std::list<LLUUID>::iterator begin = mPendingInventoryItemsIDs.begin();
std::list<LLUUID>::iterator end = mPendingInventoryItemsIDs.end();
if (item)
{
// For now mPendingInventoryItemsIDs only stores textures and materials
// but if it gets to store more types, it will need to verify type as well
// since null can be a shared default id and it is fine to need a null
// script and a null material simultaneously.
std::list<LLUUID>::iterator begin = mPendingInventoryItemsIDs.begin();
std::list<LLUUID>::iterator end = mPendingInventoryItemsIDs.end();
bool is_fetching = std::find(begin, end, item->getAssetUUID()) != end;
bool is_fetched = getInventoryItemByAsset(item->getAssetUUID()) != NULL;
bool is_fetching = std::find(begin, end, item->getAssetUUID()) != end;
result = is_fetched || is_fetching;
}
// null is the default asset for materials and default for scripts
// so need to check type as well
bool is_fetched = getInventoryItemByAsset(item->getAssetUUID(), type) != NULL;
return result;
result = is_fetched || is_fetching;
}
return result;
}
void LLViewerObject::updateMaterialInventory(LLViewerInventoryItem* item, U8 key, bool is_new)
@ -3529,7 +3536,7 @@ void LLViewerObject::updateMaterialInventory(LLViewerInventoryItem* item, U8 key
return;
}
if (isAssetInInventory(item))
if (isAssetInInventory(item, item->getType()))
{
// already there
return;
@ -3672,6 +3679,44 @@ LLViewerInventoryItem* LLViewerObject::getInventoryItemByAsset(const LLUUID& ass
return rv;
}
LLViewerInventoryItem* LLViewerObject::getInventoryItemByAsset(const LLUUID& asset_id, LLAssetType::EType type)
{
if (mInventoryDirty)
LL_WARNS() << "Peforming inventory lookup for object " << mID << " that has dirty inventory!" << LL_ENDL;
LLViewerInventoryItem* rv = NULL;
if (type == LLAssetType::AT_CATEGORY)
{
// Whatever called this shouldn't be trying to get a folder by asset
// categories don't have assets
llassert(0);
return rv;
}
if (mInventory)
{
LLViewerInventoryItem* item = NULL;
LLInventoryObject::object_list_t::iterator it = mInventory->begin();
LLInventoryObject::object_list_t::iterator end = mInventory->end();
for (; it != end; ++it)
{
LLInventoryObject* obj = *it;
if (obj->getType() == type)
{
// *FIX: gank-ass down cast!
item = (LLViewerInventoryItem*)obj;
if (item->getAssetUUID() == asset_id)
{
rv = item;
break;
}
}
}
}
return rv;
}
void LLViewerObject::updateViewerInventoryAsset(
const LLViewerInventoryItem* item,
const LLUUID& new_asset)
@ -7221,14 +7266,17 @@ void LLViewerObject::rebuildMaterial()
gPipeline.markTextured(mDrawable);
}
void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool update_server)
void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool update_server, bool local_origin)
{
// implementation is delicate
// if update is bound for server, should always null out GLTFRenderMaterial and clear GLTFMaterialOverride even if ids haven't changed
// (the case where ids haven't changed indicates the user has reapplied the original material, in which case overrides should be dropped)
// otherwise, should only null out the render material where ids or overrides have changed
// (the case where ids have changed but overrides are still present is from unsynchronized updates from the simulator)
// (the case where ids have changed but overrides are still present is from unsynchronized updates from the simulator, or synchronized
// updates with solely transform overrides)
llassert(!update_server || local_origin);
S32 start_idx = 0;
S32 end_idx = getNumTEs();
@ -7260,7 +7308,12 @@ void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool updat
{
LLTextureEntry* tep = getTE(te);
bool material_changed = !param_block || id != param_block->getMaterial(te);
// If local_origin=false (i.e. it's from the server), we know the
// material has updated or been created, because extra params are
// checked for equality on unpacking. In that case, checking the
// material ID for inequality won't work, because the material ID has
// already been set.
bool material_changed = !local_origin || !param_block || id != param_block->getMaterial(te);
if (update_server)
{
@ -7282,6 +7335,34 @@ void LLViewerObject::setRenderMaterialID(S32 te_in, const LLUUID& id, bool updat
{
tep->setGLTFMaterial(new_material, !update_server);
}
if (material_changed && new_material)
{
// Sometimes, the material may change out from underneath the overrides.
// This is usually due to the server sending a new material ID, but
// the overrides have not changed due to being only texture
// transforms. Re-apply the overrides to the render material here,
// if present.
const LLGLTFMaterial* override_material = tep->getGLTFMaterialOverride();
if (override_material)
{
new_material->onMaterialComplete([obj_id = getID(), te]()
{
LLViewerObject* obj = gObjectList.findObject(obj_id);
if (!obj) { return; }
LLTextureEntry* tep = obj->getTE(te);
if (!tep) { return; }
const LLGLTFMaterial* new_material = tep->getGLTFMaterial();
if (!new_material) { return; }
const LLGLTFMaterial* override_material = tep->getGLTFMaterialOverride();
if (!override_material) { return; }
LLGLTFMaterial* render_material = new LLFetchedGLTFMaterial();
*render_material = *new_material;
render_material->applyOverride(*override_material);
tep->setGLTFRenderMaterial(render_material);
});
}
}
}
// signal to render pipe that render batches must be rebuilt for this object
@ -7341,7 +7422,9 @@ void LLViewerObject::setRenderMaterialIDs(const LLRenderMaterialParams* material
for (S32 te = 0; te < getNumTEs(); ++te)
{
const LLUUID& id = material_params ? material_params->getMaterial(te) : LLUUID::null;
setRenderMaterialID(te, id, false);
// We know material_params has updated or been created, because
// extra params are checked for equality on unpacking.
setRenderMaterialID(te, id, false, false);
}
}
}

View File

@ -190,7 +190,7 @@ public:
// te - TextureEntry index to set, or -1 for all TEs
// id - asset id of material asset
// update_server - if true, will send updates to server and clear most overrides
void setRenderMaterialID(S32 te, const LLUUID& id, bool update_server = true);
void setRenderMaterialID(S32 te, const LLUUID& id, bool update_server = true, bool local_origin = true);
void setRenderMaterialIDs(const LLUUID& id);
virtual BOOL isHUDAttachment() const { return FALSE; }
@ -500,6 +500,7 @@ public:
void getInventoryContents(LLInventoryObject::object_list_t& objects);
LLInventoryObject* getInventoryRoot();
LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id);
LLViewerInventoryItem* getInventoryItemByAsset(const LLUUID& asset_id, LLAssetType::EType type);
S16 getInventorySerial() const { return mInventorySerialNum; }
// These functions does viewer-side only object inventory modifications
@ -639,7 +640,7 @@ public:
private:
void setObjectCostStale();
bool isAssetInInventory(LLViewerInventoryItem* item);
bool isAssetInInventory(LLViewerInventoryItem* item, LLAssetType::EType type);
ExtraParameter* createNewParameterEntry(U16 param_type);
ExtraParameter* getExtraParameterEntry(U16 param_type) const;