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This resolves the problem where eyes and hair would turn white on standalone configurations When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it. This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white. This bug did not affect grids since they use a different service connector.
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@@ -69,9 +69,7 @@ namespace OpenSim.Framework
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private static UUID HAIR_ASSET = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
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private static UUID HAIR_ITEM = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
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public readonly static int VISUALPARAM_COUNT = 218;
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public readonly static int VISUALPARAM_COUNT = 218;
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protected UUID m_owner;
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@@ -346,11 +344,7 @@ namespace OpenSim.Framework
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}
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*/
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public AvatarAppearance()
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: this(UUID.Zero)
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{
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}
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public AvatarAppearance() : this(UUID.Zero) {}
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public AvatarAppearance(UUID owner)
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{
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@@ -367,10 +361,8 @@ namespace OpenSim.Framework
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// This sets Visual Params with *less* weirder values then default. Instead of a ugly alien, it looks like a fat scientist
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SetDefaultParams(m_visualparams);
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SetDefaultWearables();
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m_texture = GetDefaultTexture();
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m_texture = GetDefaultTexture();
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}
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public AvatarAppearance(UUID avatarID, AvatarWearable[] wearables, byte[] visualParams)
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{
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@@ -1481,4 +1473,4 @@ namespace OpenSim.Framework
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SKIRT_SKIRT_BLUE = 217
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}
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}
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}
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}
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@@ -785,7 +785,8 @@ namespace OpenSim.Framework.Communications
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[USERSTORAGE]: Unable to find user appearance {0} via {1} ({2})", user.ToString(), plugin.Name, e.ToString());
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m_log.ErrorFormat(
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"[USERSTORAGE]: Unable to find user appearance {0} via {1} ({2})", user, plugin.Name, e);
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}
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}
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