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Delay the sending of the initial werables update until the inventory and
VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on login
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@@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="client"></param>
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private void Client_OnRequestWearables(IClientAPI client)
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{
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp != null)
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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Util.FireAndForget(delegate(object x)
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{
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Thread.Sleep(2000);
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp != null)
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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});
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}
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/// <summary>
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@@ -1000,8 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if (wasChild)
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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// send the animations of the other presences to me
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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