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Removed a few more spurious appearance saves. When an avatar
enters a region the attachments module tries to update the appearance with attachments that are already part of the appearance. Just added a check to only save if the attachments weren't there before.
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@@ -427,19 +427,30 @@ namespace OpenSim.Framework
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/// 0x80 bit set then we assume this is an append
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/// operation otherwise we replace whatever is
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/// currently attached at the attachpoint
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/// return true if something actually changed
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/// </summary>
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public void SetAttachment(int attachpoint, UUID item, UUID asset)
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public bool SetAttachment(int attachpoint, UUID item, UUID asset)
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{
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if (attachpoint == 0)
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return;
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return false;
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if (item == UUID.Zero)
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{
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if (m_attachments.ContainsKey(attachpoint))
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{
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m_attachments.Remove(attachpoint);
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return;
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return true;
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}
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return false;
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}
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// check if the item is already attached at this point
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if (GetAttachpoint(item) == (attachpoint & 0x7F))
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{
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// m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item);
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return false;
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}
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// check if this is an append or a replace, 0x80 marks it as an append
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if ((attachpoint & 0x80) > 0)
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{
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@@ -451,6 +462,7 @@ namespace OpenSim.Framework
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{
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ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset));
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}
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return true;
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}
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public int GetAttachpoint(UUID itemID)
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@@ -465,7 +477,7 @@ namespace OpenSim.Framework
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return 0;
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}
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public void DetachAttachment(UUID itemID)
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public bool DetachAttachment(UUID itemID)
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{
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foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
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{
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@@ -478,9 +490,10 @@ namespace OpenSim.Framework
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// And remove the list if there are no more attachments here
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if (m_attachments[kvp.Key].Count == 0)
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m_attachments.Remove(kvp.Key);
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return;
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return true;
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}
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}
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return false;
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}
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public void ClearAttachments()
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