Commit 47622f0a authored by Andrey Kleshchev's avatar Andrey Kleshchev

Revert SL-4354

parent a43b997c
......@@ -197,8 +197,6 @@ const F32 NAMETAG_VERT_OFFSET_WEIGHT = 0.17f;
const U32 LLVOAvatar::VISUAL_COMPLEXITY_UNKNOWN = 0;
const F64 HUD_OVERSIZED_TEXTURE_DATA_SIZE = 1024 * 1024;
const F32 MAX_TEXTURE_WAIT_TIME_SEC = 60;
enum ERenderName
{
RENDER_NAME_NEVER,
......@@ -665,7 +663,6 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
mFullyLoadedInitialized(FALSE),
mVisualComplexity(VISUAL_COMPLEXITY_UNKNOWN),
mLoadedCallbacksPaused(FALSE),
mLoadedCallbackTextures(0),
mRenderUnloadedAvatar(LLCachedControl<bool>(gSavedSettings, "RenderUnloadedAvatar", false)),
mLastRezzedStatus(-1),
mIsEditingAppearance(FALSE),
......@@ -886,9 +883,8 @@ BOOL LLVOAvatar::hasGray() const
S32 LLVOAvatar::getRezzedStatus() const
{
if (getIsCloud()) return 0;
bool textured = isFullyTextured();
if (textured && allBakedTexturesCompletelyDownloaded()) return 3;
if (textured) return 2;
if (isFullyTextured() && allBakedTexturesCompletelyDownloaded()) return 3;
if (isFullyTextured()) return 2;
llassert(hasGray());
return 1; // gray
}
......@@ -5330,7 +5326,6 @@ void LLVOAvatar::checkTextureLoading()
if(mCallbackTextureList.empty()) //when is self or no callbacks. Note: this list for self is always empty.
{
mLoadedCallbacksPaused = pause ;
mLoadedCallbackTextures = 0;
return ; //nothing to check.
}
......@@ -5338,9 +5333,7 @@ void LLVOAvatar::checkTextureLoading()
{
return ; //have not been invisible for enough time.
}
mLoadedCallbackTextures = pause ? mCallbackTextureList.size() : 0;
for(LLLoadedCallbackEntry::source_callback_list_t::iterator iter = mCallbackTextureList.begin();
iter != mCallbackTextureList.end(); ++iter)
{
......@@ -5361,15 +5354,9 @@ void LLVOAvatar::checkTextureLoading()
tex->unpauseLoadedCallbacks(&mCallbackTextureList) ;
tex->addTextureStats(START_AREA); //jump start the fetching again
// technically shouldn't need to account for missing, but callback might not have happened yet
if (tex->getDiscardLevel() >= 0 || tex->isMissingAsset())
{
mLoadedCallbackTextures++; // consider it loaded (we have at least some data)
}
}
}
}
}
}
if(!pause)
{
......@@ -7633,13 +7620,14 @@ bool LLVOAvatar::getIsCloud() const
);
}
void LLVOAvatar::updateRezzedStatusTimers(S32 rez_status)
void LLVOAvatar::updateRezzedStatusTimers()
{
// State machine for rezzed status. Statuses are -1 on startup, 0
// = cloud, 1 = gray, 2 = downloading, 3 = full.
// Purpose is to collect time data for each it takes avatar to reach
// various loading landmarks: gray, textured (partial), textured fully.
S32 rez_status = getRezzedStatus();
if (rez_status != mLastRezzedStatus)
{
LL_DEBUGS("Avatar") << avString() << "rez state change: " << mLastRezzedStatus << " -> " << rez_status << LL_ENDL;
......@@ -7809,21 +7797,8 @@ void LLVOAvatar::logMetricsTimerRecord(const std::string& phase_name, F32 elapse
// returns true if the value has changed.
BOOL LLVOAvatar::updateIsFullyLoaded()
{
S32 rez_status = getRezzedStatus();
bool loading = getIsCloud();
if (mFirstFullyVisible && !mIsControlAvatar)
{
loading = ((rez_status < 2)
// Wait at least 60s for unfinished textures to finish on first load,
// don't wait forever, it might fail. Even if it will eventually load by
// itself and update mLoadedCallbackTextures (or fail and clean the list),
// avatars are more time-sensitive than textures and can't wait that long.
|| (mLoadedCallbackTextures < mCallbackTextureList.size() && mLastTexCallbackAddedTime.getElapsedTimeF32() < MAX_TEXTURE_WAIT_TIME_SEC)
|| !mPendingAttachment.empty()
|| (rez_status < 3 && !isFullyBaked())
);
}
updateRezzedStatusTimers(rez_status);
const bool loading = getIsCloud();
updateRezzedStatusTimers();
updateRuthTimer(loading);
return processFullyLoadedChange(loading);
}
......@@ -7859,22 +7834,13 @@ void LLVOAvatar::updateRuthTimer(bool loading)
BOOL LLVOAvatar::processFullyLoadedChange(bool loading)
{
// We wait a little bit before giving the 'all clear', to let things to
// settle down (models to snap into place, textures to get first packets)
const F32 LOADED_DELAY = 1.f;
const F32 FIRST_USE_DELAY = 3.f;
// we wait a little bit before giving the all clear,
// to let textures settle down
const F32 PAUSE = 1.f;
if (loading)
mFullyLoadedTimer.reset();
if (mFirstFullyVisible)
{
mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > FIRST_USE_DELAY);
}
else
{
mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > LOADED_DELAY);
}
mFullyLoaded = (mFullyLoadedTimer.getElapsedTimeF32() > PAUSE);
if (!mPreviousFullyLoaded && !loading && mFullyLoaded)
{
......@@ -8205,14 +8171,6 @@ void LLVOAvatar::updateMeshTextures()
}
baked_img->setLoadedCallback(onBakedTextureLoaded, SWITCH_TO_BAKED_DISCARD, FALSE, FALSE, new LLUUID( mID ),
src_callback_list, paused );
if (baked_img->getDiscardLevel() < 0 && !paused)
{
mLastTexCallbackAddedTime.reset();
}
else
{
mLoadedCallbackTextures++; // consider it loaded
}
// this could add paused texture callbacks
mLoadedCallbacksPaused |= paused;
......@@ -8606,14 +8564,7 @@ void LLVOAvatar::onFirstTEMessageReceived()
LL_DEBUGS("Avatar") << avString() << "layer_baked, setting onInitialBakedTextureLoaded as callback" << LL_ENDL;
image->setLoadedCallback( onInitialBakedTextureLoaded, MAX_DISCARD_LEVEL, FALSE, FALSE, new LLUUID( mID ),
src_callback_list, paused );
if (image->getDiscardLevel() < 0 && !paused)
{
mLastTexCallbackAddedTime.reset();
}
else
{
mLoadedCallbackTextures++; // consider it loaded
}
// this could add paused texture callbacks
mLoadedCallbacksPaused |= paused;
}
......
......@@ -348,7 +348,7 @@ class LLVOAvatar :
BOOL isFullyTextured() const;
BOOL hasGray() const;
S32 getRezzedStatus() const; // 0 = cloud, 1 = gray, 2 = textured, 3 = textured and fully downloaded.
void updateRezzedStatusTimers(S32 status);
void updateRezzedStatusTimers();
S32 mLastRezzedStatus;
......@@ -629,8 +629,6 @@ class LLVOAvatar :
LLLoadedCallbackEntry::source_callback_list_t mCallbackTextureList ;
BOOL mLoadedCallbacksPaused;
S32 mLoadedCallbackTextures; // count of 'loaded' textures filled from mCallbackTextureList
LLFrameTimer mLastTexCallbackAddedTime;
std::set<LLUUID> mTextureIDs;
//--------------------------------------------------------------------
// Local Textures
......
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