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Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of scene presence by client ID.
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@@ -31,8 +31,11 @@ using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public interface IAvatarFactory
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{
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public interface IAvatarFactoryModule
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{
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void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
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/// <summary>
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/// Send the appearance of an avatar to others in the scene.
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/// </summary>
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@@ -57,7 +60,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>true if a valid agent was found, false otherwise</returns>
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bool SaveBakedTextures(UUID agentId);
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bool ValidateBakedTextureCache(IClientAPI client);
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bool ValidateBakedTextureCache(IScenePresence sp);
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void QueueAppearanceSend(UUID agentid);
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void QueueAppearanceSave(UUID agentid);
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}
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@@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected IXMLRPC m_xmlrpcModule;
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protected IWorldComm m_worldCommModule;
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protected IAvatarFactory m_AvatarFactory;
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protected IAvatarFactoryModule m_AvatarFactory;
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protected IConfigSource m_config;
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protected IRegionSerialiserModule m_serialiser;
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protected IDialogModule m_dialogModule;
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@@ -444,7 +444,7 @@ namespace OpenSim.Region.Framework.Scenes
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public IAttachmentsModule AttachmentsModule { get; set; }
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public IAvatarFactory AvatarFactory
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public IAvatarFactoryModule AvatarFactory
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{
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get { return m_AvatarFactory; }
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}
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@@ -1154,7 +1154,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_xmlrpcModule = RequestModuleInterface<IXMLRPC>();
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m_worldCommModule = RequestModuleInterface<IWorldComm>();
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XferManager = RequestModuleInterface<IXfer>();
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m_AvatarFactory = RequestModuleInterface<IAvatarFactory>();
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m_AvatarFactory = RequestModuleInterface<IAvatarFactoryModule>();
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AttachmentsModule = RequestModuleInterface<IAttachmentsModule>();
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m_serialiser = RequestModuleInterface<IRegionSerialiserModule>();
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m_dialogModule = RequestModuleInterface<IDialogModule>();
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@@ -2538,7 +2538,7 @@ namespace OpenSim.Region.Framework.Scenes
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// We have an appearance but we may not have the baked textures. Check the asset cache
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// to see if all the baked textures are already here.
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if (m_scene.AvatarFactory != null)
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cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(ControllingClient);
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cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
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// If we aren't using a cached appearance, then clear out the baked textures
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if (!cachedappearance)
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