Very partial Avatar Appearance (ie, clothes/body parts) "storage". In standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.

Just need to store this data out to a database.
This commit is contained in:
MW
2007-12-02 14:56:23 +00:00
parent 86ae8e97cd
commit cac98171e5
5 changed files with 104 additions and 41 deletions

View File

@@ -949,7 +949,7 @@ namespace OpenSim.Region.Environment.Scenes
CreateAndAddScenePresence(client, child);
m_LandManager.sendParcelOverlay(client);
CommsManager.UserProfileCache.AddNewUser(client.AgentId);
CommsManager.UserProfileCacheService.AddNewUser(client.AgentId);
CommsManager.TransactionsManager.AddUser(client.AgentId);
}
@@ -999,10 +999,10 @@ namespace OpenSim.Region.Environment.Scenes
client.OnGodKickUser += handleGodlikeKickUser;
client.OnCreateNewInventoryItem += CreateNewInventoryItem;
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCache.HandleCreateInventoryFolder;
client.OnFetchInventoryDescendents += CommsManager.UserProfileCache.HandleFecthInventoryDescendents;
client.OnCreateNewInventoryFolder += CommsManager.UserProfileCacheService.HandleCreateInventoryFolder;
client.OnFetchInventoryDescendents += CommsManager.UserProfileCacheService.HandleFecthInventoryDescendents;
client.OnRequestTaskInventory += RequestTaskInventory;
client.OnFetchInventory += CommsManager.UserProfileCache.HandleFetchInventory;
client.OnFetchInventory += CommsManager.UserProfileCacheService.HandleFetchInventory;
client.OnUpdateInventoryItem += UDPUpdateInventoryItemAsset;
client.OnCopyInventoryItem += CopyInventoryItem;
client.OnAssetUploadRequest += CommsManager.TransactionsManager.HandleUDPUploadRequest;