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Rationalize the logging messages from the merged appearance branch, commenting out most of them as per Mic
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@@ -117,7 +117,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}", client.AgentId);
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return false;
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}
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@@ -147,14 +147,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="visualParam"></param>
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public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
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{
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance for {0}",client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId);
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return;
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}
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@@ -212,8 +210,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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if (m_scene.AssetService.Get(textureID.ToString()) == null)
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{
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m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",
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textureID,idx,client.Name);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: Missing baked texture {0} ({1}) for avatar {2}",
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textureID, idx, client.Name);
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return false;
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}
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return true;
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@@ -223,9 +221,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void QueueAppearanceSend(UUID agentid)
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{
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY] Queue appearance send for {0}",agentid);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}",agentid);
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// 100 nanoseconds (ticks) we should wait
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
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@@ -238,9 +234,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void QueueAppearanceSave(UUID agentid)
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{
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY] Queue appearance save for {0}",agentid);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}",agentid);
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// 100 nanoseconds (ticks) we should wait
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
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@@ -256,13 +250,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(agentid);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
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return;
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}
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}",agentid);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid);
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// Send the appearance to everyone in the scene
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sp.SendAppearanceToAllOtherAgents();
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@@ -288,7 +280,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(agentid);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: Agent {0} no longer in the scene", agentid);
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return;
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}
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@@ -339,13 +331,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] SendWearables unable to find presence for {0}",client.AgentId);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: SendWearables unable to find presence for {0}", client.AgentId);
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return;
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}
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY]: Received request for wearables of {0}", client.AgentId);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId);
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client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++);
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}
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@@ -359,13 +350,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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{
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m_log.WarnFormat("[AVFACTORY] AvatarIsWearing unable to find presence for {0}",client.AgentId);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId);
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return;
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}
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// DEBUG ON
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m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}",client.AgentId);
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// DEBUG OFF
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}",client.AgentId);
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AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance);
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@@ -409,7 +398,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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else
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{
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m_log.ErrorFormat(
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"[AVFACTORY]: Can't find inventory item {0} for {1}, setting to default",
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"[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default",
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appearance.Wearables[i].ItemID, (WearableType)i);
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appearance.Wearables[i].ItemID = UUID.Zero;
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@@ -420,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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}
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else
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{
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m_log.WarnFormat("[AVFACTORY]: user {0} has no inventory, appearance isn't going to work", userID);
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m_log.WarnFormat("[AVATAR FACTORY MODULE]: user {0} has no inventory, appearance isn't going to work", userID);
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}
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}
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}
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