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Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of scene presence by client ID.
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@@ -51,7 +51,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<UUID, Scene> m_scenes = new Dictionary<UUID, Scene>();
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protected IAvatarFactory m_avatarFactory;
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protected IAvatarFactoryModule m_avatarFactory;
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public string Name { get { return "Appearance Information Module"; } }
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@@ -106,14 +106,14 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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{
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachClient(
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delegate(IClientAPI client)
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scene.ForEachScenePresence(
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delegate(ScenePresence sp)
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{
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if (client is LLClientView && !((LLClientView)client).ChildAgentStatus())
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if (sp.ControllingClient is LLClientView && !((LLClientView)sp.ControllingClient).ChildAgentStatus())
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{
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(client);
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bool bakedTextureValid = scene.AvatarFactory.ValidateBakedTextureCache(sp);
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MainConsole.Instance.OutputFormat(
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"{0} baked appearance texture is {1}", client.Name, bakedTextureValid ? "OK" : "corrupt");
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"{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
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}
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});
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}
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