Addresses some issues with appearance after TPs. Appearance.Owner was not being set, and that's what's being used in SendAppearanceToOtherAgent. Mantis #3204.

This commit is contained in:
diva
2009-02-22 01:26:11 +00:00
parent 551bebdc84
commit 99b051ccbe
4 changed files with 28 additions and 8 deletions

View File

@@ -2118,7 +2118,7 @@ namespace OpenSim.Region.Framework.Scenes
if (appearance == null)
{
m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
appearance = new AvatarAppearance();
appearance = new AvatarAppearance(client.AgentId);
}
}

View File

@@ -854,7 +854,7 @@ namespace OpenSim.Region.Framework.Scenes
{
m_log.ErrorFormat("[SCENE PRESENCE]: null appearance in MakeRoot in {0}", Scene.RegionInfo.RegionName);
// emergency; this really shouldn't happen
m_appearance = new AvatarAppearance();
m_appearance = new AvatarAppearance(UUID);
}
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
@@ -2708,15 +2708,19 @@ namespace OpenSim.Region.Framework.Scenes
try
{
AvatarWearable[] wearables = new AvatarWearable[cAgent.AgentTextures.Length / 2];
Primitive.TextureEntry te = new Primitive.TextureEntry(UUID.Random());
for (uint n = 0; n < cAgent.AgentTextures.Length; n += 2)
{
UUID itemId = cAgent.AgentTextures[n];
UUID assetId = cAgent.AgentTextures[n + 1];
wearables[i] = new AvatarWearable(itemId, assetId);
te.CreateFace(i++).TextureID = assetId;
wearables[i++] = new AvatarWearable(itemId, assetId);
//te.CreateFace(i++).TextureID = assetId;
}
m_appearance.Wearables = wearables;
// We're setting it here to default, but the viewer will soon send a SetAppearance that will
// set things straight. We should probably pass these textures too...
Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random());
m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams));
}
catch (Exception e)