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synced 2026-08-10 19:36:07 +08:00
Fixed it so that a Avatar update shouldn't be sent every frame and none should be sent when not moving.
Fixed the problem with sometimes Avatar Animations being updated every frame. New Asset uploads should now appear in the inventory all the time. Moved Animation names/ LLUUIDs to their own class (AvatarAnimations)
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@@ -145,15 +145,12 @@ namespace OpenSim.Assets
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num = 5;
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}
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AssetRequest req;
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Console.WriteLine("processing texture requests ( " + num + " )");
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for (int i = 0; i < num; i++)
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{
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req = (AssetRequest)this.TextureRequests[i];
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if (req.PacketCounter != req.NumPackets)
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{
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// if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005"))
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Console.WriteLine("sending base texture ( " + req.ImageInfo.FullID + " ) in " + req.NumPackets + "number of packets");
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if (req.PacketCounter == 0)
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{
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//first time for this request so send imagedata packet
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@@ -227,7 +224,6 @@ namespace OpenSim.Assets
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}
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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Console.WriteLine("received asset from asset server ( " + asset.FullID + " )");
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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{
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//check if it is a texture or not
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@@ -433,9 +429,6 @@ namespace OpenSim.Assets
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/// <param name="imageID"></param>
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public void AddTextureRequest(SimClient userInfo, LLUUID imageID)
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{
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if (imageID == new LLUUID("00000000-0000-0000-5005-000000000005"))
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Console.WriteLine("request base prim texture ");
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//check to see if texture is in local cache, if not request from asset server
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if (!this.Textures.ContainsKey(imageID))
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{
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