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Added background thread to handle delayed send and save of appearance
to accommodate batching of the many updates that happen on login and teleport. Fixed handling of the serial property in appearance.
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@@ -233,7 +233,7 @@ namespace OpenSim.Framework
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// DEBUG ON
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m_log.WarnFormat("[AVATAR APPEARANCE] create empty appearance for {0}",owner);
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// DEBUG OFF
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m_serial = 0;
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m_serial = 1;
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m_owner = owner;
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SetDefaultWearables();
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@@ -289,7 +289,7 @@ namespace OpenSim.Framework
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// DEBUG OFF
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if (appearance == null)
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{
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m_serial = 0;
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m_serial = 1;
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m_owner = UUID.Zero;
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SetDefaultWearables();
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@@ -467,6 +467,9 @@ namespace OpenSim.Framework
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public override String ToString()
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{
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String s = "";
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s += String.Format("Serial: {0}\n",m_serial);
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for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++)
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if (m_texture.FaceTextures[i] != null)
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s += String.Format("Texture: {0} --> {1}\n",i,m_texture.FaceTextures[i].TextureID);
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@@ -625,8 +628,8 @@ namespace OpenSim.Framework
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/// </summary>
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public void Unpack(OSDMap data)
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{
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if ((data != null) && (data["appearance_serial"] != null))
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m_serial = data["appearance_serial"].AsInteger();
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if ((data != null) && (data["serial"] != null))
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m_serial = data["serial"].AsInteger();
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if ((data != null) && (data["height"] != null))
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m_avatarHeight = (float)data["height"].AsReal();
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if ((data != null) && (data["hipoffset"] != null))
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