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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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@@ -573,8 +573,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}",
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// so.Name, so.LocalId, sp.Name, m_scene.Name);
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// "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
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// so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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@@ -829,7 +829,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
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ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, ua1.PrincipalID, sh.SceneManager);
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AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
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TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
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List<TestClient> destinationTestClients = new List<TestClient>();
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EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
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ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
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beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
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InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
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@@ -848,7 +854,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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teleportLookAt,
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(uint)TeleportFlags.ViaLocation);
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((TestClient)beforeTeleportSp.ControllingClient).CompleteTeleportClientSide();
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destinationTestClients[0].CompleteMovement();
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// Check attachments have made it into sceneB
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ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);
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@@ -361,7 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void QueueAppearanceSave(UUID agentid)
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{
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// m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
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// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
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// 10000 ticks per millisecond, 1000 milliseconds per second
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
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@@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return;
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}
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// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
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// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
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// This could take awhile since it needs to pull inventory
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// 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
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@@ -667,6 +667,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// multiple save requests.
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SetAppearanceAssets(sp.UUID, sp.Appearance);
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// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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// foreach (AvatarAttachment att in attachments)
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// {
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// m_log.DebugFormat(
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// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
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// sp.Name, att.ItemID, att.AttachPoint);
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// }
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m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
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// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
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@@ -256,7 +256,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
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// If camera is moved into client, then camera position can be used
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// MT: No, it can't, as chat is heard from the avatar position, not
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// the camera position.
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s.ForEachRootScenePresence(
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s.ForEachScenePresence(
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delegate(ScenePresence presence)
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{
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if (destination != UUID.Zero && presence.UUID != destination)
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