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In SetAttachment, if the existing attachment has no asset id then carry on rather than abort.
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments later fail unless the attachment is detached and reattached. Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
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@@ -262,7 +262,6 @@ namespace OpenSim.Services.Interfaces
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UUID.Parse(Data["SkirtItem"]),
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UUID.Parse(Data["SkirtAsset"]));
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if (Data.ContainsKey("VisualParams"))
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{
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string[] vps = Data["VisualParams"].Split(new char[] {','});
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@@ -291,7 +290,6 @@ namespace OpenSim.Services.Interfaces
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}
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}
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// Attachments
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Dictionary<string, string> attchs = new Dictionary<string, string>();
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foreach (KeyValuePair<string, string> _kvp in Data)
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@@ -308,7 +306,7 @@ namespace OpenSim.Services.Interfaces
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UUID uuid = UUID.Zero;
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UUID.TryParse(_kvp.Value, out uuid);
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appearance.SetAttachment(point,uuid,UUID.Zero);
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appearance.SetAttachment(point, uuid, UUID.Zero);
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}
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if (appearance.Wearables[AvatarWearable.BODY].Count == 0)
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