Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
This commit is contained in:
Melanie
2013-03-22 01:01:24 +00:00
24 changed files with 597 additions and 144 deletions

View File

@@ -573,8 +573,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}",
// so.Name, so.LocalId, sp.Name, m_scene.Name);
// "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
// so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will

View File

@@ -829,7 +829,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
sceneB, config, new CapabilitiesModule(), etmB, attModB, new BasicInventoryAccessModule());
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(sceneA, 0x1);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, ua1.PrincipalID, sh.SceneManager);
AgentCircuitData acd = SceneHelpers.GenerateAgentData(ua1.PrincipalID);
TestClient tc = new TestClient(acd, sceneA, sh.SceneManager);
List<TestClient> destinationTestClients = new List<TestClient>();
EntityTransferHelpers.SetUpInformClientOfNeighbour(tc, destinationTestClients);
ScenePresence beforeTeleportSp = SceneHelpers.AddScenePresence(sceneA, tc, acd, sh.SceneManager);
beforeTeleportSp.AbsolutePosition = new Vector3(30, 31, 32);
InventoryItemBase attItem = CreateAttachmentItem(sceneA, ua1.PrincipalID, "att", 0x10, 0x20);
@@ -848,7 +854,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
teleportLookAt,
(uint)TeleportFlags.ViaLocation);
((TestClient)beforeTeleportSp.ControllingClient).CompleteTeleportClientSide();
destinationTestClients[0].CompleteMovement();
// Check attachments have made it into sceneB
ScenePresence afterTeleportSceneBSp = sceneB.GetScenePresence(ua1.PrincipalID);

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@@ -361,7 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void QueueAppearanceSave(UUID agentid)
{
// m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid);
// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
// 10000 ticks per millisecond, 1000 milliseconds per second
long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -658,7 +658,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return;
}
// m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid);
// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
// This could take awhile since it needs to pull inventory
// 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
@@ -667,6 +667,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// multiple save requests.
SetAppearanceAssets(sp.UUID, sp.Appearance);
// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
// foreach (AvatarAttachment att in attachments)
// {
// m_log.DebugFormat(
// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
// sp.Name, att.ItemID, att.AttachPoint);
// }
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
// Trigger this here because it's the final step in the set/queue/save process for appearance setting.

View File

@@ -256,7 +256,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
// If camera is moved into client, then camera position can be used
// MT: No, it can't, as chat is heard from the avatar position, not
// the camera position.
s.ForEachRootScenePresence(
s.ForEachScenePresence(
delegate(ScenePresence presence)
{
if (destination != UUID.Zero && presence.UUID != destination)