Get rid of AvatarAppearance.Owner to simplify the code.

This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-08-02 00:13:04 +01:00
parent 59f548cda8
commit b6ac1c46cd
15 changed files with 38 additions and 53 deletions

View File

@@ -3079,7 +3079,7 @@ namespace OpenSim.Region.Framework.Scenes
if (aCircuit == null)
{
m_log.DebugFormat("[APPEARANCE] Client did not supply a circuit. Non-Linden? Creating default appearance.");
appearance = new AvatarAppearance(client.AgentId);
appearance = new AvatarAppearance();
return;
}
@@ -3087,7 +3087,7 @@ namespace OpenSim.Region.Framework.Scenes
if (appearance == null)
{
m_log.DebugFormat("[APPEARANCE]: Appearance not found in {0}, returning default", RegionInfo.RegionName);
appearance = new AvatarAppearance(client.AgentId);
appearance = new AvatarAppearance();
}
}

View File

@@ -916,7 +916,7 @@ 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(UUID);
m_appearance = new AvatarAppearance();
}
AddToPhysicalScene(isFlying);
@@ -2651,7 +2651,7 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE] Send appearance from {0} {1} to {2} {3}", Name, m_uuid, avatar.Name, avatar.UUID);
avatar.ControllingClient.SendAppearance(
m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
}
// Because appearance setting is in a module, we actually need