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Merge branch 'master' into careminster
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@@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#region IAvatarFactoryModule
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="texture"></param>
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/// <param name="visualParam"></param>
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public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
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{
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SetAppearance(sp, appearance.Texture, appearance.VisualParams);
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}
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/// <summary>
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/// Set appearance data (texture asset IDs and slider settings)
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/// </summary>
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@@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
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// WriteBakedTexturesReport(sp, m_log.DebugFormat);
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if (!ValidateBakedTextureCache(sp))
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// If bake textures are missing and this is not an NPC, request a rebake from client
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if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
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RequestRebake(sp, true);
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// This appears to be set only in the final stage of the appearance
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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}
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// NPC should send to clients immediately and skip saving appearance
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if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
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{
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SendAppearance((ScenePresence)sp);
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return;
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}
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(sp.ControllingClient.AgentId);
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@@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
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}
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private void SendAppearance(ScenePresence sp)
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{
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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}
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public bool SendAppearance(UUID agentId)
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{
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// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
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@@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return false;
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}
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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// Send animations back to the avatar as well
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sp.Animator.SendAnimPack();
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SendAppearance(sp);
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return true;
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}
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@@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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}
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}
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}
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}
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@@ -707,7 +707,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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// Object owners should be able to edit their own content
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if (currentUser == objectOwner)
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{
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permission = true;
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// there is no way that later code can change this back to false
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// so just return true immediately and short circuit the more
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// expensive group checks
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return true;
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//permission = true;
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}
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else if (group.IsAttachment)
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{
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