/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Text;
using System.Timers;
using log4net;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;

using Mono.Addins;
using PermissionMask = OpenSim.Framework.PermissionMask;

namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AvatarFactoryModule")]
    public class AvatarFactoryModule : IAvatarFactoryModule, INonSharedRegionModule
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public const string BAKED_TEXTURES_REPORT_FORMAT = "{0,-9}  {1}";

        private Scene m_scene = null;

        private int m_savetime = 5; // seconds to wait before saving changed appearance
        private int m_sendtime = 2; // seconds to wait before sending changed appearance
        private bool m_reusetextures = false;

        private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
        private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
        private Dictionary<UUID,long> m_savequeue = new Dictionary<UUID,long>();
        private Dictionary<UUID,long> m_sendqueue = new Dictionary<UUID,long>();

        private object m_setAppearanceLock = new object();

        #region Region Module interface

        public void Initialise(IConfigSource config)
        {

            IConfig appearanceConfig = config.Configs["Appearance"];
            if (appearanceConfig != null)
            {
                m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
                m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
                m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);

                // m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
            }

        }

        public void AddRegion(Scene scene)
        {
            if (m_scene == null)
                m_scene = scene;

            scene.RegisterModuleInterface<IAvatarFactoryModule>(this);
            scene.EventManager.OnNewClient += SubscribeToClientEvents;
        }

        public void RemoveRegion(Scene scene)
        {
            if (scene == m_scene)
            {
                scene.UnregisterModuleInterface<IAvatarFactoryModule>(this);
                scene.EventManager.OnNewClient -= SubscribeToClientEvents;
            }

            m_scene = null;
        }

        public void RegionLoaded(Scene scene)
        {
            m_updateTimer.Enabled = false;
            m_updateTimer.AutoReset = true;
            m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops
            m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer);
        }

        public void Close()
        {
        }

        public string Name
        {
            get { return "Default Avatar Factory"; }
        }

        public bool IsSharedModule
        {
            get { return false; }
        }

        public Type ReplaceableInterface
        {
            get { return null; }
        }


        private void SubscribeToClientEvents(IClientAPI client)
        {
            client.OnRequestWearables += Client_OnRequestWearables;
            client.OnSetAppearance += Client_OnSetAppearance;
            client.OnAvatarNowWearing += Client_OnAvatarNowWearing;
            client.OnCachedTextureRequest += Client_OnCachedTextureRequest;
        }

        #endregion

        #region IAvatarFactoryModule

        /// </summary>
        /// <param name="sp"></param>
        /// <param name="texture"></param>
        /// <param name="visualParam"></param>
        public void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems)
        {
            SetAppearance(sp, appearance.Texture, appearance.VisualParams, cacheItems);
        }


        public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
        {
            float oldoff = sp.Appearance.AvatarFeetOffset;
            Vector3 oldbox = sp.Appearance.AvatarBoxSize;

            SetAppearance(sp, textureEntry, visualParams, cacheItems);
            sp.Appearance.SetSize(avSize);

            float off = sp.Appearance.AvatarFeetOffset;
            Vector3 box = sp.Appearance.AvatarBoxSize;
            if (oldoff != off || oldbox != box)
                ((ScenePresence)sp).SetSize(box, off);
        }

        /// <summary>
        /// Set appearance data (texture asset IDs and slider settings)
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="texture"></param>
        /// <param name="visualParam"></param>
        public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems)
        {
//            m_log.DebugFormat(
//                "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}",
//                sp.Name, textureEntry, visualParams);

            // TODO: This is probably not necessary any longer, just assume the
            // textureEntry set implies that the appearance transaction is complete
            bool changed = false;

            // Process the texture entry transactionally, this doesn't guarantee that Appearance is
            // going to be handled correctly but it does serialize the updates to the appearance
            lock (m_setAppearanceLock)
            {
                // Process the visual params, this may change height as well
                if (visualParams != null)
                {
                    changed = sp.Appearance.SetVisualParams(visualParams);
                }

                // Process the baked texture array
                if (textureEntry != null)
                {
                    m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);

//                    WriteBakedTexturesReport(sp, m_log.DebugFormat);

                    changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;

//                    WriteBakedTexturesReport(sp, m_log.DebugFormat);

                    UpdateBakedTextureCache(sp, cacheItems);

                    // This appears to be set only in the final stage of the appearance
                    // update transaction. In theory, we should be able to do an immediate
                    // appearance send and save here.
                }

                // NPC should send to clients immediately and skip saving appearance
                if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
                {
                    SendAppearance((ScenePresence)sp);
                    return;
                }

                // save only if there were changes, send no matter what (doesn't hurt to send twice)
                if (changed)
                    QueueAppearanceSave(sp.ControllingClient.AgentId);

                QueueAppearanceSend(sp.ControllingClient.AgentId);
            }

            // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
        }

        private void SendAppearance(ScenePresence sp)
        {
            // Send the appearance to everyone in the scene
            sp.SendAppearanceToAllOtherAgents();

            // Send animations back to the avatar as well
            sp.Animator.SendAnimPack();
        }

        public bool SendAppearance(UUID agentId)
        {
//            m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);

            ScenePresence sp = m_scene.GetScenePresence(agentId);
            if (sp == null)
            {
                // This is expected if the user has gone away.
//                m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
                return false;
            }

            SendAppearance(sp);
            return true;
        }

        public Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId)
        {
            ScenePresence sp = m_scene.GetScenePresence(agentId);

            if (sp == null)
                return new Dictionary<BakeType, Primitive.TextureEntryFace>();

            return GetBakedTextureFaces(sp);
        }

        public WearableCacheItem[] GetCachedItems(UUID agentId)
        {
            ScenePresence sp = m_scene.GetScenePresence(agentId);
            WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
            //foreach (WearableCacheItem item in items)
            //{

            //}
            return items;
        }

        public bool SaveBakedTextures(UUID agentId)
        {
            ScenePresence sp = m_scene.GetScenePresence(agentId);

            if (sp == null)
                return false;

            m_log.DebugFormat(
                "[AV FACTORY]: Permanently saving baked textures for {0} in {1}",
                sp.Name, m_scene.RegionInfo.RegionName);

            Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp);

            if (bakedTextures.Count == 0)
                return false;

            IAssetCache cache = sp.Scene.RequestModuleInterface<IAssetCache>();
            if(cache == null)
                return true; // no baked local caching so nothing to do

            foreach (BakeType bakeType in bakedTextures.Keys)
            {
                Primitive.TextureEntryFace bakedTextureFace = bakedTextures[bakeType];

                if (bakedTextureFace == null)
                    continue;

                AssetBase asset;
                cache.Get(bakedTextureFace.TextureID.ToString(), out asset);

                if (asset != null && asset.Local)
                {
                    // cache does not update asset contents
                    cache.Expire(bakedTextureFace.TextureID.ToString());

                    // Replace an HG ID with the simple asset ID so that we can persist textures for foreign HG avatars
                    asset.ID = asset.FullID.ToString();

                    asset.Temporary = false;
                    asset.Local = false;
                    m_scene.AssetService.Store(asset);
                }

                if (asset == null)
                {
                    m_log.WarnFormat(
                        "[AV FACTORY]: Baked texture id {0} not found for bake {1} for avatar {2} in {3} when trying to save permanently",
                        bakedTextureFace.TextureID, bakeType, sp.Name, m_scene.RegionInfo.RegionName);
                }
            }
            return true;
        }

        /// <summary>
        /// Queue up a request to send appearance.
        /// </summary>
        /// <remarks>
        /// Makes it possible to accumulate changes without sending out each one separately.
        /// </remarks>
        /// <param name="agentId"></param>
        public void QueueAppearanceSend(UUID agentid)
        {
//            m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);

            // 10000 ticks per millisecond, 1000 milliseconds per second
            long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000);
            lock (m_sendqueue)
            {
                m_sendqueue[agentid] = timestamp;
                m_updateTimer.Start();
            }
        }

        public void QueueAppearanceSave(UUID agentid)
        {
//            m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);

            // 10000 ticks per millisecond, 1000 milliseconds per second
            long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
            lock (m_savequeue)
            {
                m_savequeue[agentid] = timestamp;
                m_updateTimer.Start();
            }
        }

        // called on textures update
        public bool UpdateBakedTextureCache(IScenePresence sp, WearableCacheItem[] cacheItems)
        {
            if(cacheItems == null)
                return false;

            // npcs dont have baked cache
            if (((ScenePresence)sp).IsNPC)
                return true;

            // uploaded baked textures will be in assets local cache
            IAssetCache cache = m_scene.RequestModuleInterface<IAssetCache>();
            IBakedTextureModule m_BakedTextureModule = m_scene.RequestModuleInterface<IBakedTextureModule>();

            int validDirtyBakes = 0;
            int hits = 0;

            // our main cacheIDs mapper is p.Appearance.WearableCacheItems
            WearableCacheItem[] wearableCache = sp.Appearance.WearableCacheItems;

            if (wearableCache == null)
            {
                wearableCache = WearableCacheItem.GetDefaultCacheItem();
            }

            List<UUID> missing = new List<UUID>();

            bool haveSkirt = (wearableCache[19].TextureID != UUID.Zero);
            bool haveNewSkirt = false;

            // Process received baked textures
            for (int i = 0; i < cacheItems.Length; i++)
            {
                int idx = (int)cacheItems[i].TextureIndex;
                Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];

                // No face
                if (face == null)
                {
                    // for some reason viewer is cleaning this
                    if(idx != 19) // skirt is optional
                        {
                        sp.Appearance.Texture.FaceTextures[idx] = sp.Appearance.Texture.CreateFace((uint) idx);
                        sp.Appearance.Texture.FaceTextures[idx].TextureID = AppearanceManager.DEFAULT_AVATAR_TEXTURE;
                        }
                    wearableCache[idx].CacheId = UUID.Zero;
                    wearableCache[idx].TextureID = UUID.Zero;
                    wearableCache[idx].TextureAsset = null;
                    continue;
                }
                else
                {
                    if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
                    {
                        wearableCache[idx].CacheId = UUID.Zero;
                        wearableCache[idx].TextureID = UUID.Zero;
                        wearableCache[idx].TextureAsset = null;
                        continue;
                    }

                    if(idx == 19)
                        haveNewSkirt = true;
/*
                    if (face.TextureID == wearableCache[idx].TextureID && m_BakedTextureModule != null)
                    {
                        if (wearableCache[idx].CacheId != cacheItems[i].CacheId)
                        {
                            wearableCache[idx].CacheId = cacheItems[i].CacheId;
                            validDirtyBakes++;

                            //assuming this can only happen if asset is in cache
                        }
                        hits++;
                        continue;
                    }
*/
                    wearableCache[idx].TextureAsset = null;
                    if (cache != null)
                    {
                        AssetBase asb = null;
                        cache.Get(face.TextureID.ToString(), out asb);
                        wearableCache[idx].TextureAsset = asb;
                    }

                    if (wearableCache[idx].TextureAsset != null)
                    {
                        if ( wearableCache[idx].TextureID != face.TextureID ||
                                wearableCache[idx].CacheId != cacheItems[i].CacheId)
                            validDirtyBakes++;

                        wearableCache[idx].TextureID = face.TextureID;
                        wearableCache[idx].CacheId = cacheItems[i].CacheId;
                        hits++;
                    }
                    else
                    {
                        wearableCache[idx].CacheId = UUID.Zero;
                        wearableCache[idx].TextureID = UUID.Zero;
                        wearableCache[idx].TextureAsset = null;
                        missing.Add(face.TextureID);
                        continue;
                    }
                }
            }

            // handle optional skirt case
            if(!haveNewSkirt && haveSkirt)
            {
                wearableCache[19].CacheId = UUID.Zero;
                wearableCache[19].TextureID = UUID.Zero;
                wearableCache[19].TextureAsset = null;
                validDirtyBakes++;
            }

            sp.Appearance.WearableCacheItems = wearableCache;

            if (missing.Count > 0)
            {
                foreach (UUID id in missing)
                    sp.ControllingClient.SendRebakeAvatarTextures(id);
            }

            if (validDirtyBakes > 0 && hits == cacheItems.Length)
            {
                // if we got a full set of baked textures save all in BakedTextureModule
                if (m_BakedTextureModule != null)
                {
                    m_log.DebugFormat("[UpdateBakedCache] Uploading to Bakes Server: cache hits: {0} changed entries: {1} rebakes {2}",
                        hits.ToString(), validDirtyBakes.ToString(), missing.Count);

                    m_BakedTextureModule.Store(sp.UUID, wearableCache);
                }
            }
            else
                m_log.DebugFormat("[UpdateBakedCache] cache hits: {0} changed entries: {1} rebakes {2}",
                        hits.ToString(), validDirtyBakes.ToString(), missing.Count);

            for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
            {
                int j = AvatarAppearance.BAKE_INDICES[iter];
                sp.Appearance.WearableCacheItems[j].TextureAsset = null;
//                m_log.Debug("[UpdateBCache] {" + iter + "/" +
//                                    sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
//                                    sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
//                                    sp.Appearance.WearableCacheItems[j].TextureID);
            }

            return (hits == cacheItems.Length);
        }

        // called when we get a new root avatar
        public bool ValidateBakedTextureCache(IScenePresence sp)
        {
            int hits = 0;

            if (((ScenePresence)sp).IsNPC)
                return true;

            lock (m_setAppearanceLock)
            {
                IAssetCache cache = m_scene.RequestModuleInterface<IAssetCache>();
                IBakedTextureModule bakedModule = m_scene.RequestModuleInterface<IBakedTextureModule>();
                WearableCacheItem[] bakedModuleCache = null;

                if (cache == null)
                    return false;

                WearableCacheItem[] wearableCache = sp.Appearance.WearableCacheItems;

                // big debug
                //m_log.DebugFormat("[AVFACTORY]: ValidateBakedTextureCache start for {0} {1}", sp.Name, sp.UUID);
/*
                for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
                {
                    int j = AvatarAppearance.BAKE_INDICES[iter];
                    Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[j];
                    if (wearableCache == null)
                    {
                        if (face != null)
                            m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t- " + face.TextureID);
                        else
                            m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t- No texture");
                    }
                    else
                    {
                        if (face != null)
                            m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " ft- " + face.TextureID +
                                   "}: cc-" +
                                    wearableCache[j].CacheId + ", ct-" +
                                    wearableCache[j].TextureID
                                );
                        else
                            m_log.Debug("[ValidateBakedCache] {" + iter + "/" + j + " t - No texture" +
                                    "}: cc-" +
                                    wearableCache[j].CacheId + ", ct-" +
                                    wearableCache[j].TextureID
                                );
                    }
                }
*/

                bool wearableCacheValid = false;
                if (wearableCache == null)
                {
                    wearableCache = WearableCacheItem.GetDefaultCacheItem();
                }
                else
                {
                    // we may have received a full cache
                    // check same coerence and store
                    wearableCacheValid = true;
                    for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
                    {
                        int idx = AvatarAppearance.BAKE_INDICES[i];
                        Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
                        if (face != null)
                        {
                            if (face.TextureID == wearableCache[idx].TextureID &&
                                face.TextureID != UUID.Zero)
                            {
                                if (wearableCache[idx].TextureAsset != null)
                                {
                                    hits++;
                                    wearableCache[idx].TextureAsset.Temporary = true;
                                    wearableCache[idx].TextureAsset.Local = true;
                                    cache.Cache(wearableCache[idx].TextureAsset);
                                    wearableCache[idx].TextureAsset = null;
                                    continue;
                                }
                                
                                if (cache.Check((wearableCache[idx].TextureID).ToString()))
                                {
                                    hits++;
                                    continue;
                                }
                            }
                            wearableCacheValid = false;
                        }
                    }

                    wearableCacheValid = (wearableCacheValid && (hits >= AvatarAppearance.BAKE_INDICES.Length - 1));
                    if (wearableCacheValid)
                    {
                        //m_log.Debug("[ValidateBakedCache] have valid local cache");
                    }
                    else
                        wearableCache[19].TextureAsset = null; // clear optional skirt
                }

                bool checkExternal = false;

                if (!wearableCacheValid)
                {
                    hits = 0;
                    // only use external bake module on login condition check
//                    ScenePresence ssp = null;
//                    if (sp is ScenePresence)
                    {
//                        ssp = (ScenePresence)sp;
//                        checkExternal = (((uint)ssp.TeleportFlags & (uint)TeleportFlags.ViaLogin) != 0) &&
//                            bakedModule != null;

                        // or do it anytime we dont have the cache
                        checkExternal = bakedModule != null;
                    }
                }

                if (checkExternal)
                {
                    bool gotbacked = false;

                    m_log.Debug("[ValidateBakedCache] local cache invalid, checking bakedModule");
                    try
                    {
                        bakedModuleCache = bakedModule.Get(sp.UUID);
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(e.ToString());
                        bakedModuleCache = null;
                    }

                    if (bakedModuleCache != null)
                    {
                        //m_log.Debug("[ValidateBakedCache] got bakedModule " + bakedModuleCache.Length + " cached textures");

                        for (int i = 0; i < bakedModuleCache.Length; i++)
                        {
                            int j = (int)bakedModuleCache[i].TextureIndex;

                            if (bakedModuleCache[i].TextureAsset != null)
                            {
                                wearableCache[j].TextureID = bakedModuleCache[i].TextureID;
                                wearableCache[j].CacheId = bakedModuleCache[i].CacheId;
                                wearableCache[j].TextureAsset = bakedModuleCache[i].TextureAsset;
                                bakedModuleCache[i].TextureAsset.Temporary = true;
                                bakedModuleCache[i].TextureAsset.Local = true;
                                cache.Cache(bakedModuleCache[i].TextureAsset);
                            }
                        }
                        gotbacked = true;
                    }

                    if (gotbacked)
                    {
                        // force the ones we got
                        for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
                        {
                            int idx = AvatarAppearance.BAKE_INDICES[i];
                            if(wearableCache[idx].TextureAsset == null)
                            {
                                if(idx == 19)
                                {
                                    sp.Appearance.Texture.FaceTextures[idx] = null;
                                    hits++;
                                }
                                continue;
                            }

                            Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];

                            if (face == null)
                            {
                                face = sp.Appearance.Texture.CreateFace((uint)idx);
                                sp.Appearance.Texture.FaceTextures[idx] = face;
                            }

                            face.TextureID = wearableCache[idx].TextureID;
                            hits++;
                            wearableCache[idx].TextureAsset = null;
                        }
                    }
                }

                sp.Appearance.WearableCacheItems = wearableCache;

            }

            // debug
            //m_log.DebugFormat("[ValidateBakedCache]: Completed texture check for {0} {1} with {2} hits", sp.Name, sp.UUID, hits);
/*
            for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
            {
                int j = AvatarAppearance.BAKE_INDICES[iter];
                m_log.Debug("[ValidateBakedCache] {" + iter + "/" +
                                    sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
                                    sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
                                    sp.Appearance.WearableCacheItems[j].TextureID);
            }
*/
            return (hits >= AvatarAppearance.BAKE_INDICES.Length - 1); // skirt is optional
        }

        public int RequestRebake(IScenePresence sp, bool missingTexturesOnly)
        {
            if (((ScenePresence)sp).IsNPC)
                return 0;

            int texturesRebaked = 0;
            IAssetCache cache = m_scene.RequestModuleInterface<IAssetCache>();

            for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
            {
                int idx = AvatarAppearance.BAKE_INDICES[i];
                Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];

                // if there is no texture entry, skip it
                if (face == null)
                    continue;

                if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
                    continue;

                if (missingTexturesOnly)
                {
                    if (cache != null &&  cache.Check(face.TextureID.ToString()))
                    {
                        continue;
                    }
                    else
                    {
                        m_log.DebugFormat(
                            "[AVFACTORY]: Missing baked texture {0} ({1}) for {2}, requesting rebake.",
                            face.TextureID, idx, sp.Name);
                    }
                }
                else
                {
                    m_log.DebugFormat(
                        "[AVFACTORY]: Requesting rebake of {0} ({1}) for {2}.",
                        face.TextureID, idx, sp.Name);
                }

                texturesRebaked++;
                sp.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
            }

            return texturesRebaked;
        }

        #endregion

        #region AvatarFactoryModule private methods

        private Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(ScenePresence sp)
        {
            if (sp.IsChildAgent)
                return new Dictionary<BakeType, Primitive.TextureEntryFace>();

            Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures
                = new Dictionary<BakeType, Primitive.TextureEntryFace>();

            AvatarAppearance appearance = sp.Appearance;
            Primitive.TextureEntryFace[] faceTextures = appearance.Texture.FaceTextures;

            foreach (int i in Enum.GetValues(typeof(BakeType)))
            {
                BakeType bakeType = (BakeType)i;

                if (bakeType == BakeType.Unknown)
                    continue;

//                m_log.DebugFormat(
//                    "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
//                    acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);

                int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
                Primitive.TextureEntryFace texture = faceTextures[ftIndex];    // this will be null if there's no such baked texture
                bakedTextures[bakeType] = texture;
            }

            return bakedTextures;
        }

        private void HandleAppearanceUpdateTimer(object sender, EventArgs ea)
        {
            long now = DateTime.Now.Ticks;

            lock (m_sendqueue)
            {
                Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
                foreach (KeyValuePair<UUID, long> kvp in sends)
                {
                    // We have to load the key and value into local parameters to avoid a race condition if we loop
                    // around and load kvp with a different value before FireAndForget has launched its thread.
                    UUID avatarID = kvp.Key;
                    long sendTime = kvp.Value;

//                    m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now);

                    if (sendTime < now)
                    {
                        Util.FireAndForget(o => SendAppearance(avatarID), null, "AvatarFactoryModule.SendAppearance");
                        m_sendqueue.Remove(avatarID);
                    }
                }
            }

            lock (m_savequeue)
            {
                Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
                foreach (KeyValuePair<UUID, long> kvp in saves)
                {
                    // We have to load the key and value into local parameters to avoid a race condition if we loop
                    // around and load kvp with a different value before FireAndForget has launched its thread.
                    UUID avatarID = kvp.Key;
                    long sendTime = kvp.Value;

                    if (sendTime < now)
                    {
                        Util.FireAndForget(o => SaveAppearance(avatarID), null, "AvatarFactoryModule.SaveAppearance");
                        m_savequeue.Remove(avatarID);
                    }
                }

                // We must lock both queues here so that QueueAppearanceSave() or *Send() don't m_updateTimer.Start() on
                // another thread inbetween the first count calls and m_updateTimer.Stop() on this thread.
                lock (m_sendqueue)
                    if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
                        m_updateTimer.Stop();
            }
        }

        private void SaveAppearance(UUID agentid)
        {
            // We must set appearance parameters in the en_US culture in order to avoid issues where values are saved
            // in a culture where decimal points are commas and then reloaded in a culture which just treats them as
            // number seperators.
            Culture.SetCurrentCulture();

            ScenePresence sp = m_scene.GetScenePresence(agentid);
            if (sp == null)
            {
                // This is expected if the user has gone away.
//                m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
                return;
            }

//            m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);

            // This could take awhile since it needs to pull inventory
            // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
            // assets and item asset id changes to complete.
            // I don't think we need to worry about doing this within m_setAppearanceLock since the queueing avoids
            // multiple save requests.
            SetAppearanceAssets(sp.UUID, sp.Appearance);

//            List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
//            foreach (AvatarAttachment att in attachments)
//            {
//                m_log.DebugFormat(
//                    "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
//                    sp.Name, att.ItemID, att.AttachPoint);
//            }

            m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);

            // Trigger this here because it's the final step in the set/queue/save process for appearance setting.
            // Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes).
            m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
        }

        /// <summary>
        /// For a given set of appearance items, check whether the items are valid and add their asset IDs to
        /// appearance data.
        /// </summary>
        /// <param name='userID'></param>
        /// <param name='appearance'></param>
        private void SetAppearanceAssets(UUID userID, AvatarAppearance appearance)
        {
            IInventoryService invService = m_scene.InventoryService;

            if (invService.GetRootFolder(userID) != null)
            {
                for (int i = 0; i < appearance.Wearables.Length; i++)
                {
                    for (int j = 0; j < appearance.Wearables[i].Count; j++)
                    {
                        if (appearance.Wearables[i][j].ItemID == UUID.Zero)
                        {
                            m_log.WarnFormat(
                                "[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero.  Ignoring.",
                                i, j, userID);

                            continue;
                        }

                        // Ignore ruth's assets
                        if (i < AvatarWearable.DefaultWearables.Length)
                        {
                            if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
                                continue;
                        }

                        InventoryItemBase baseItem = invService.GetItem(userID, appearance.Wearables[i][j].ItemID);

                        if (baseItem != null)
                        {
                            appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
                        }
                        else
                        {
                            m_log.WarnFormat(
                                "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
                                appearance.Wearables[i][j].ItemID, (WearableType)i);

                            appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID);
                        }
                    }
                }
            }
            else
            {
                m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
            }

//            IInventoryService invService = m_scene.InventoryService;
//            bool resetwearable = false;
//            if (invService.GetRootFolder(userID) != null)
//            {
//                for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
//                {
//                    for (int j = 0; j < appearance.Wearables[i].Count; j++)
//                    {
//                        // Check if the default wearables are not set
//                        if (appearance.Wearables[i][j].ItemID == UUID.Zero)
//                        {
//                            switch ((WearableType) i)
//                            {
//                                case WearableType.Eyes:
//                                case WearableType.Hair:
//                                case WearableType.Shape:
//                                case WearableType.Skin:
//                                //case WearableType.Underpants:
//                                    TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
//                                    resetwearable = true;
//                                    m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
//                                    resetwearable = true;
//                                    break;
//
//                            }
//                            continue;
//                        }
//
//                        // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
//                        if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
//                        {
//                            switch ((WearableType)i)
//                            {
//                                case WearableType.Eyes:
//                                case WearableType.Hair:
//                                case WearableType.Shape:
//                                case WearableType.Skin:
//                                //case WearableType.Underpants:
//                                    TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
//
//                                    m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
//                                    resetwearable = true;
//                                    break;
//
//                            }
//                            continue;
//                        }
//
//                        InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
//                        baseItem = invService.GetItem(baseItem);
//
//                        if (baseItem != null)
//                        {
//                            appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
//                            int unmodifiedWearableIndexForClosure = i;
//                            m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
//                                                                      delegate(string x, object y, AssetBase z)
//                                                                      {
//                                                                          if (z == null)
//                                                                          {
//                                                                              TryAndRepairBrokenWearable(
//                                                                                  (WearableType)unmodifiedWearableIndexForClosure, invService,
//                                                                                  userID, appearance);
//                                                                          }
//                                                                      });
//                        }
//                        else
//                        {
//                            m_log.ErrorFormat(
//                                "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
//                                appearance.Wearables[i][j].ItemID, (WearableType)i);
//
//                            TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
//                            resetwearable = true;
//
//                        }
//                    }
//                }
//
//                // I don't know why we have to test for this again...  but the above switches do not capture these scenarios for some reason....
//                if (appearance.Wearables[(int) WearableType.Eyes] == null)
//                {
//                    m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
//
//                    TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
//                    resetwearable = true;
//                }
//                else
//                {
//                    if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
//                    {
//                        m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
//                                         appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
//                                         appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
//                        TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
//                        resetwearable = true;
//
//                    }
//
//                }
//                // I don't know why we have to test for this again...  but the above switches do not capture these scenarios for some reason....
//                if (appearance.Wearables[(int)WearableType.Shape] == null)
//                {
//                    m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
//
//                    TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
//                    resetwearable = true;
//                }
//                else
//                {
//                    if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
//                    {
//                        m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
//                                         appearance.Wearables[(int)WearableType.Shape][0].ItemID,
//                                         appearance.Wearables[(int)WearableType.Shape][0].AssetID);
//                        TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
//                        resetwearable = true;
//
//                    }
//
//                }
//                // I don't know why we have to test for this again...  but the above switches do not capture these scenarios for some reason....
//                if (appearance.Wearables[(int)WearableType.Hair] == null)
//                {
//                    m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
//
//                    TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
//                    resetwearable = true;
//                }
//                else
//                {
//                    if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
//                    {
//                        m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
//                                         appearance.Wearables[(int)WearableType.Hair][0].ItemID,
//                                         appearance.Wearables[(int)WearableType.Hair][0].AssetID);
//                        TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
//                        resetwearable = true;
//
//                    }
//
//                }
//                // I don't know why we have to test for this again...  but the above switches do not capture these scenarios for some reason....
//                if (appearance.Wearables[(int)WearableType.Skin] == null)
//                {
//                    m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
//
//                    TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
//                    resetwearable = true;
//                }
//                else
//                {
//                    if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
//                    {
//                        m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
//                                         appearance.Wearables[(int)WearableType.Skin][0].ItemID,
//                                         appearance.Wearables[(int)WearableType.Skin][0].AssetID);
//                        TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
//                        resetwearable = true;
//
//                    }
//
//                }
//                if (resetwearable)
//                {
//                    ScenePresence presence = null;
//                    if (m_scene.TryGetScenePresence(userID, out presence))
//                    {
//                        presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
//                                                                 presence.Appearance.Serial++);
//                    }
//                }
//
//            }
//            else
//            {
//                m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
//            }
        }

        private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
        {
            UUID defaultwearable = GetDefaultItem(type);
            if (defaultwearable != UUID.Zero)
            {
                UUID newInvItem = UUID.Random();
                InventoryItemBase itembase = new InventoryItemBase(newInvItem, userID)
                            {
                                AssetID = defaultwearable,
                                AssetType = (int)FolderType.BodyPart,
                                CreatorId = userID.ToString(),
                                //InvType = (int)InventoryType.Wearable,
                                Description = "Failed Wearable Replacement",
                                Folder = invService.GetFolderForType(userID, FolderType.BodyPart).ID,
                                Flags = (uint) type, Name = Enum.GetName(typeof (WearableType), type),
                                BasePermissions = (uint) PermissionMask.Copy,
                                CurrentPermissions = (uint) PermissionMask.Copy,
                                EveryOnePermissions = (uint) PermissionMask.Copy,
                                GroupPermissions = (uint) PermissionMask.Copy,
                                NextPermissions = (uint) PermissionMask.Copy
                            };
                invService.AddItem(itembase);
                UUID LinkInvItem = UUID.Random();
                itembase = new InventoryItemBase(LinkInvItem, userID)
                            {
                                AssetID = newInvItem,
                                AssetType = (int)AssetType.Link,
                                CreatorId = userID.ToString(),
                                InvType = (int) InventoryType.Wearable,
                                Description = "Failed Wearable Replacement",
                                Folder = invService.GetFolderForType(userID, FolderType.CurrentOutfit).ID,
                                Flags = (uint) type,
                                Name = Enum.GetName(typeof (WearableType), type),
                                BasePermissions = (uint) PermissionMask.Copy,
                                CurrentPermissions = (uint) PermissionMask.Copy,
                                EveryOnePermissions = (uint) PermissionMask.Copy,
                                GroupPermissions = (uint) PermissionMask.Copy,
                                NextPermissions = (uint) PermissionMask.Copy
                            };
                invService.AddItem(itembase);
                appearance.Wearables[(int)type] = new AvatarWearable(newInvItem, GetDefaultItem(type));
                ScenePresence presence = null;
                if (m_scene.TryGetScenePresence(userID, out presence))
                {
                    m_scene.SendInventoryUpdate(presence.ControllingClient,
                                invService.GetFolderForType(userID, FolderType.CurrentOutfit), false, true);
                }
            }
        }

        private UUID GetDefaultItem(WearableType wearable)
        {
            // These are ruth
            UUID ret = UUID.Zero;
            switch (wearable)
            {
                case WearableType.Eyes:
                    ret = new UUID("4bb6fa4d-1cd2-498a-a84c-95c1a0e745a7");
                    break;
                case WearableType.Hair:
                    ret = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
                    break;
                case WearableType.Pants:
                    ret = new UUID("00000000-38f9-1111-024e-222222111120");
                    break;
                case WearableType.Shape:
                    ret = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
                    break;
                case WearableType.Shirt:
                    ret = new UUID("00000000-38f9-1111-024e-222222111110");
                    break;
                case WearableType.Skin:
                    ret = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
                    break;
                case WearableType.Undershirt:
                    ret = new UUID("16499ebb-3208-ec27-2def-481881728f47");
                    break;
                case WearableType.Underpants:
                    ret = new UUID("4ac2e9c7-3671-d229-316a-67717730841d");
                    break;
            }

            return ret;
        }
        #endregion

        #region Client Event Handlers
        /// <summary>
        /// Tell the client for this scene presence what items it should be wearing now
        /// </summary>
        /// <param name="client"></param>
        private void Client_OnRequestWearables(IClientAPI client)
        {
            Util.FireAndForget(delegate(object x)
            {
                Thread.Sleep(4000);

                // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
                ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
                if (sp != null)
                    client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
                else
                    m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
            }, null, "AvatarFactoryModule.OnClientRequestWearables");
        }

        /// <summary>
        /// Set appearance data (texture asset IDs and slider settings) received from a client
        /// </summary>
        /// <param name="client"></param>
        /// <param name="texture"></param>
        /// <param name="visualParam"></param>
        private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, Vector3 avSize, WearableCacheItem[] cacheItems)
        {
            // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId);
            ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
            if (sp != null)
                SetAppearance(sp, textureEntry, visualParams,avSize, cacheItems);
            else
                m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId);
        }

        /// <summary>
        /// Update what the avatar is wearing using an item from their inventory.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="e"></param>
        private void Client_OnAvatarNowWearing(IClientAPI client, AvatarWearingArgs e)
        {
            // m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing called for {0} ({1})", client.Name, client.AgentId);
            ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
            if (sp == null)
            {
                m_log.WarnFormat("[AVFACTORY]: Client_OnAvatarNowWearing unable to find presence for {0}", client.AgentId);
                return;
            }

            // we need to clean out the existing textures
            sp.Appearance.ResetAppearance();

            // operate on a copy of the appearance so we don't have to lock anything yet
            AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);

            foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
            {
                // If the wearable type is larger than the current array, expand it
                if (avatAppearance.Wearables.Length <= wear.Type)
                {
                    int currentLength = avatAppearance.Wearables.Length;
                    AvatarWearable[] wears = avatAppearance.Wearables;
                    Array.Resize(ref wears, wear.Type + 1);
                    for (int i = currentLength ; i <= wear.Type ; i++)
                        wears[i] = new AvatarWearable();
                    avatAppearance.Wearables = wears;
                }
                avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
            }

            avatAppearance.GetAssetsFrom(sp.Appearance);

            lock (m_setAppearanceLock)
            {
                // Update only those fields that we have changed. This is important because the viewer
                // often sends AvatarIsWearing and SetAppearance packets at once, and AvatarIsWearing
                // shouldn't overwrite the changes made in SetAppearance.
                sp.Appearance.Wearables = avatAppearance.Wearables;
                sp.Appearance.Texture = avatAppearance.Texture;

                // We don't need to send the appearance here since the "iswearing" will trigger a new set
                // of visual param and baked texture changes. When those complete, the new appearance will be sent

                QueueAppearanceSave(client.AgentId);
            }
        }

        /// <summary>
        /// Respond to the cached textures request from the client
        /// </summary>
        /// <param name="client"></param>
        /// <param name="serial"></param>
        /// <param name="cachedTextureRequest"></param>
        private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List<CachedTextureRequestArg> cachedTextureRequest)
        {
            // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId);
            ScenePresence sp = m_scene.GetScenePresence(client.AgentId);

            List<CachedTextureResponseArg> cachedTextureResponse = new List<CachedTextureResponseArg>();
            foreach (CachedTextureRequestArg request in cachedTextureRequest)
            {
                UUID texture = UUID.Zero;
                int index = request.BakedTextureIndex;

                if (m_reusetextures)
                {
                    // this is the most insanely dumb way to do this... however it seems to
                    // actually work. if the appearance has been reset because wearables have
                    // changed then the texture entries are zero'd out until the bakes are
                    // uploaded. on login, if the textures exist in the cache (eg if you logged
                    // into the simulator recently, then the appearance will pull those and send
                    // them back in the packet and you won't have to rebake. if the textures aren't
                    // in the cache then the intial makeroot() call in scenepresence will zero
                    // them out.
                    //
                    // a better solution (though how much better is an open question) is to
                    // store the hashes in the appearance and compare them. Thats's coming.

                    Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index];
                    if (face != null)
                        texture = face.TextureID;

                    // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
                }

                CachedTextureResponseArg response = new CachedTextureResponseArg();
                response.BakedTextureIndex = index;
                response.BakedTextureID = texture;
                response.HostName = null;

                cachedTextureResponse.Add(response);
            }

            // m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
            // The serial number appears to be used to match requests and responses
            // in the texture transaction. We just send back the serial number
            // that was provided in the request. The viewer bumps this for us.
            client.SendCachedTextureResponse(sp, serial, cachedTextureResponse);
        }


        #endregion

        public void WriteBakedTexturesReport(IScenePresence sp, ReportOutputAction outputAction)
        {
            outputAction("For {0} in {1}", sp.Name, m_scene.RegionInfo.RegionName);
            outputAction(BAKED_TEXTURES_REPORT_FORMAT, "Bake Type", "UUID");

            Dictionary<BakeType, Primitive.TextureEntryFace> bakedTextures = GetBakedTextureFaces(sp.UUID);

            foreach (BakeType bt in bakedTextures.Keys)
            {
                string rawTextureID;

                if (bakedTextures[bt] == null)
                {
                    rawTextureID = "not set";
                }
                else
                {
                    rawTextureID = bakedTextures[bt].TextureID.ToString();

                    if (m_scene.AssetService.Get(rawTextureID) == null)
                        rawTextureID += " (not found)";
                    else
                        rawTextureID += " (uploaded)";
                }

                outputAction(BAKED_TEXTURES_REPORT_FORMAT, bt, rawTextureID);
            }

            bool bakedTextureValid = m_scene.AvatarFactory.ValidateBakedTextureCache(sp);
            outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "incomplete");
        }
    }
}
