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https://github.com/opensim/opensim.git
synced 2026-08-06 17:32:42 +08:00
fs sends a useless texture alos ok skirt, when using universal
This commit is contained in:
@@ -375,7 +375,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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wearableCache = WearableCacheItem.GetDefaultCacheItem();
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else
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{
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hadSkirt = wearableCache[19].TextureID.IsNotZero();
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hadSkirt = wearableCache[19].CacheId.IsNotZero(); // .TextureID.IsNotZero();
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}
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HashSet<uint> updatedFaces = new HashSet<uint>();
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@@ -451,7 +451,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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wcacheidx.TextureID = UUID.Zero;
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wcacheidx.TextureAsset = null;
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}
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sp.Appearance.WearableCacheItems = wearableCache;
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if (missing.Count > 0)
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@@ -625,9 +625,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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if (j < AvatarAppearance.TEXTURE_COUNT && bacachei.TextureAsset != null)
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{
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var wcachej = wearableCache[j];
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wcachej.TextureID = bakedModuleCache[i].TextureID;
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wcachej.CacheId = bakedModuleCache[i].CacheId;
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wcachej.TextureAsset = bakedModuleCache[i].TextureAsset;
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wcachej.TextureID = bacachei.TextureID;
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wcachej.CacheId = bacachei.CacheId;
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wcachej.TextureAsset = bacachei.TextureAsset;
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bacachei.TextureAsset.Temporary = true;
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bacachei.TextureAsset.Local = true;
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//bakedModuleCache[i].TextureAsset.Flags = AssetFlags.AvatarBake;
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@@ -667,8 +667,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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// debug
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// m_log.DebugFormat("[ValidateBakedCache]: Completed texture check for {0} {1} with {2} hits", sp.Name, sp.UUID, hits);
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/*
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// m_log.DebugFormat("[ValidateBakedCache]: Completed texture check for {0} {1} with {2} hits", sp.Name, sp.UUID, hits);
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/*
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for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
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{
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int j = AvatarAppearance.BAKE_INDICES[iter];
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@@ -677,7 +677,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
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sp.Appearance.WearableCacheItems[j].TextureID);
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}
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*/
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*/
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return (hits >= AvatarAppearance.BAKE_INDICES.Length); // skirt is optional
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}
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@@ -752,9 +752,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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if (bakeType == BakeType.Unknown)
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continue;
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// m_log.DebugFormat(
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// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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//m_log.DebugFormat(
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// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}",
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// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
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int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType);
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Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture
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@@ -894,184 +894,184 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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}
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// IInventoryService invService = m_scene.InventoryService;
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// bool resetwearable = false;
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// if (invService.GetRootFolder(userID) != null)
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// {
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// for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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// {
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// for (int j = 0; j < appearance.Wearables[i].Count; j++)
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// {
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// // Check if the default wearables are not set
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// if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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// {
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// switch ((WearableType) i)
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// {
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// case WearableType.Eyes:
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// case WearableType.Hair:
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// case WearableType.Shape:
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// case WearableType.Skin:
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// //case WearableType.Underpants:
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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// resetwearable = true;
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// m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
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// resetwearable = true;
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// break;
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//
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// }
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// continue;
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// }
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//
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// // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
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// if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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// {
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// switch ((WearableType)i)
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// {
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// case WearableType.Eyes:
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// case WearableType.Hair:
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// case WearableType.Shape:
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// case WearableType.Skin:
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// //case WearableType.Underpants:
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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//
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// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
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// resetwearable = true;
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// break;
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//
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// }
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// continue;
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// }
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//
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// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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// baseItem = invService.GetItem(baseItem);
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//
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// if (baseItem != null)
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// {
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// appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
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// int unmodifiedWearableIndexForClosure = i;
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// m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
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// delegate(string x, object y, AssetBase z)
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// {
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// if (z == null)
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// {
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// TryAndRepairBrokenWearable(
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// (WearableType)unmodifiedWearableIndexForClosure, invService,
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// userID, appearance);
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// }
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// });
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// }
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// else
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// {
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// m_log.ErrorFormat(
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// "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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// appearance.Wearables[i][j].ItemID, (WearableType)i);
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//
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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// }
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// }
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//
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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// if (appearance.Wearables[(int) WearableType.Eyes] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
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//
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// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
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// {
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// m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
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// appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
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// appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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// }
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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// if (appearance.Wearables[(int)WearableType.Shape] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
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//
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// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
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// {
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// m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
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// appearance.Wearables[(int)WearableType.Shape][0].ItemID,
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// appearance.Wearables[(int)WearableType.Shape][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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// }
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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// if (appearance.Wearables[(int)WearableType.Hair] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
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//
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// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
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// {
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// m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
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// appearance.Wearables[(int)WearableType.Hair][0].ItemID,
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// appearance.Wearables[(int)WearableType.Hair][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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// }
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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// if (appearance.Wearables[(int)WearableType.Skin] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
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//
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// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
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// {
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// m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
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// appearance.Wearables[(int)WearableType.Skin][0].ItemID,
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// appearance.Wearables[(int)WearableType.Skin][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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// }
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// if (resetwearable)
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// {
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// ScenePresence presence = null;
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// if (m_scene.TryGetScenePresence(userID, out presence))
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// {
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// presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
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// presence.Appearance.Serial++);
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// }
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// }
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//
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// }
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// else
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// {
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// m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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// }
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//IInventoryService invService = m_scene.InventoryService;
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//bool resetwearable = false;
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//if (invService.GetRootFolder(userID) != null)
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//{
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// for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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// {
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// for (int j = 0; j < appearance.Wearables[i].Count; j++)
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// {
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// // Check if the default wearables are not set
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// if (appearance.Wearables[i][j].ItemID.IsZero())
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// {
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// switch ((WearableType) i)
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// {
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// case WearableType.Eyes:
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// case WearableType.Hair:
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// case WearableType.Shape:
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// case WearableType.Skin:
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// //case WearableType.Underpants:
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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// resetwearable = true;
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// m_log.Warn("[AVFACTORY]: UUID.Zero Wearables, passing fake values.");
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// resetwearable = true;
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// break;
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//
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// }
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// continue;
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// }
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//
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// // Ignore ruth's assets except for the body parts! missing body parts fail avatar appearance on V1
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// if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID)
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// {
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// switch ((WearableType)i)
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// {
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// case WearableType.Eyes:
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// case WearableType.Hair:
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// case WearableType.Shape:
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// case WearableType.Skin:
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// //case WearableType.Underpants:
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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//
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// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
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// resetwearable = true;
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// break;
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//
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// }
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// continue;
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// }
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//
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// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
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// baseItem = invService.GetItem(baseItem);
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//
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// if (baseItem != null)
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// {
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// appearance.Wearables[i].Add(appearance.Wearables[i][j].ItemID, baseItem.AssetID);
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// int unmodifiedWearableIndexForClosure = i;
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// m_scene.AssetService.Get(baseItem.AssetID.ToString(), this,
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// delegate(string x, object y, AssetBase z)
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// {
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// if (z == null)
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// {
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// TryAndRepairBrokenWearable(
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// (WearableType)unmodifiedWearableIndexForClosure, invService,
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// userID, appearance);
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// }
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// });
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// }
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// else
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// {
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// m_log.ErrorFormat(
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// "[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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// appearance.Wearables[i][j].ItemID, (WearableType)i);
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//
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// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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// }
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// }
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//
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
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// if (appearance.Wearables[(int) WearableType.Eyes] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
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//
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// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int) WearableType.Eyes][0].ItemID == UUID.Zero)
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// {
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// m_log.WarnFormat("[AVFACTORY]: Eyes are UUID.Zero are broken, {0} {1}",
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// appearance.Wearables[(int) WearableType.Eyes][0].ItemID,
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// appearance.Wearables[(int) WearableType.Eyes][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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// }
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
|
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// if (appearance.Wearables[(int)WearableType.Shape] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} shape is Null, passing existing values.", (WearableType.Shape));
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//
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// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int)WearableType.Shape][0].ItemID == UUID.Zero)
|
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// {
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// m_log.WarnFormat("[AVFACTORY]: Shape is UUID.Zero and broken, {0} {1}",
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// appearance.Wearables[(int)WearableType.Shape][0].ItemID,
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// appearance.Wearables[(int)WearableType.Shape][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Shape, invService, userID, appearance);
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// resetwearable = true;
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//
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// }
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//
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||||
// }
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// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
|
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// if (appearance.Wearables[(int)WearableType.Hair] == null)
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// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Hair is Null, passing existing values.", (WearableType.Hair));
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//
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// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
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// resetwearable = true;
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// }
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// else
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// {
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// if (appearance.Wearables[(int)WearableType.Hair][0].ItemID == UUID.Zero)
|
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// {
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// m_log.WarnFormat("[AVFACTORY]: Hair is UUID.Zero and broken, {0} {1}",
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// appearance.Wearables[(int)WearableType.Hair][0].ItemID,
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// appearance.Wearables[(int)WearableType.Hair][0].AssetID);
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// TryAndRepairBrokenWearable(WearableType.Hair, invService, userID, appearance);
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// resetwearable = true;
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//
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||||
// }
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||||
//
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||||
// }
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||||
// // I don't know why we have to test for this again... but the above switches do not capture these scenarios for some reason....
|
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// if (appearance.Wearables[(int)WearableType.Skin] == null)
|
||||
// {
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// m_log.WarnFormat("[AVFACTORY]: {0} Skin is Null, passing existing values.", (WearableType.Skin));
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||||
//
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||||
// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
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// resetwearable = true;
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||||
// }
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||||
// else
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||||
// {
|
||||
// if (appearance.Wearables[(int)WearableType.Skin][0].ItemID == UUID.Zero)
|
||||
// {
|
||||
// m_log.WarnFormat("[AVFACTORY]: Skin is UUID.Zero and broken, {0} {1}",
|
||||
// appearance.Wearables[(int)WearableType.Skin][0].ItemID,
|
||||
// appearance.Wearables[(int)WearableType.Skin][0].AssetID);
|
||||
// TryAndRepairBrokenWearable(WearableType.Skin, invService, userID, appearance);
|
||||
// resetwearable = true;
|
||||
//
|
||||
// }
|
||||
//
|
||||
// }
|
||||
// if (resetwearable)
|
||||
// {
|
||||
// ScenePresence presence = null;
|
||||
// if (m_scene.TryGetScenePresence(userID, out presence))
|
||||
// {
|
||||
// presence.ControllingClient.SendWearables(presence.Appearance.Wearables,
|
||||
// presence.Appearance.Serial++);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
|
||||
//}
|
||||
}
|
||||
|
||||
private void TryAndRepairBrokenWearable(WearableType type, IInventoryService invService, UUID userID,AvatarAppearance appearance)
|
||||
@@ -1174,7 +1174,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
|
||||
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
|
||||
if (sp != null)
|
||||
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
|
||||
client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial);
|
||||
else
|
||||
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
|
||||
}, null, "AvatarFactoryModule.OnClientRequestWearables");
|
||||
|
||||
Reference in New Issue
Block a user