Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

This commit is contained in:
Diva Canto
2010-11-29 09:58:20 -08:00
16 changed files with 356 additions and 239 deletions

View File

@@ -183,7 +183,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
});
}
// m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
}
// Process the visual params, this may change height as well
@@ -196,12 +196,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
sp.SetHeight(sp.Appearance.AvatarHeight);
}
}
// Send the appearance back to the avatar, not clear that this is needed
sp.ControllingClient.SendAvatarDataImmediate(sp);
// AvatarAppearance avp = sp.Appearance;
// sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
}
@@ -274,21 +268,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
// sp.ControllingClient.SendAvatarDataImmediate(sp);
// Send the appearance back to the avatar
// AvatarAppearance avp = sp.Appearance;
// sp.ControllingClient.SendAppearance(avp.Owner, avp.VisualParams, avp.Texture.GetBytes());
/*
// this needs to be fixed, the flag should be on scene presence not the region module
// Start the animations if necessary
if (!m_startAnimationSet)
{
sp.Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
*/
}
private void HandleAppearanceSave(UUID agentid)
@@ -374,6 +353,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
// operate on a copy of the appearance so we don't have to lock anything
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
@@ -388,9 +368,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
SetAppearanceAssets(sp.UUID, ref avatAppearance);
// could get fancier with the locks here, but in the spirit of "last write wins"
// this should work correctly
// this should work correctly, also, we don't need to send the appearance here
// since the "iswearing" will trigger a new set of visual param and baked texture changes
// when those complete, the new appearance will be sent
sp.Appearance = avatAppearance;
m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
QueueAppearanceSave(client.AgentId);
}
private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)