mirror of
https://github.com/opensim/opensim.git
synced 2026-07-31 05:45:37 +08:00
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
This commit is contained in:
@@ -2324,16 +2324,14 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
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return false;
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}
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 2);
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
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newObject.ResumeScripts();
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// Do this as late as possible so that listeners have full access to the incoming object
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EventManager.TriggerOnIncomingSceneObject(newObject);
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TriggerChangedTeleport(newObject);
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return true;
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}
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@@ -2441,7 +2439,7 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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private void TriggerChangedTeleport(SceneObjectGroup sog)
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private int GetStateSource(SceneObjectGroup sog)
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{
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ScenePresence sp = GetScenePresence(sog.OwnerID);
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@@ -2452,13 +2450,12 @@ namespace OpenSim.Region.Framework.Scenes
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if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default))
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{
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// This will get your attention
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//m_log.Error("[XXX] Triggering ");
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//m_log.Error("[XXX] Triggering CHANGED_TELEPORT");
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// Trigger CHANGED_TELEPORT
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT);
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return 5; // StateSource.Teleporting
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}
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}
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return 2; // StateSource.PrimCrossing
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}
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#endregion
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@@ -445,8 +445,36 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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m_pos = actor.Position;
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else
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{
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// Obtain the correct position of a seated avatar.
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// In addition to providing the correct position while
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// the avatar is seated, this value will also
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// be used as the location to unsit to.
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//
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// If m_parentID is not 0, assume we are a seated avatar
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// and we should return the position based on the sittarget
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// offset and rotation of the prim we are seated on.
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//
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// Generally, m_pos will contain the position of the avatar
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// in the sim unless the avatar is on a sit target. While
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// on a sit target, m_pos will contain the desired offset
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// without the parent rotation applied.
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if (m_parentID != 0)
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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if (part != null)
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{
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return m_parentPosition + (m_pos * part.GetWorldRotation());
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}
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else
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{
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return m_parentPosition + m_pos;
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}
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}
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}
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return m_parentPosition + m_pos;
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return m_pos;
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}
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set
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{
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@@ -703,7 +731,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Note: This won't send data *to* other clients in that region (children don't send)
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// MIC: This gets called again in CompleteMovement
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SendInitialFullUpdateToAllClients();
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// SendInitialFullUpdateToAllClients();
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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RegisterToEvents();
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SetDirectionVectors();
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@@ -1613,7 +1643,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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AbsolutePosition = part.AbsolutePosition;
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Velocity = Vector3.Zero;
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SendFullUpdateToAllClients();
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SendAvatarDataToAllAgents();
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//HandleAgentSit(ControllingClient, m_requestedSitTargetUUID);
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}
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@@ -1688,7 +1718,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentPosition = Vector3.Zero;
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m_parentID = 0;
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SendFullUpdateToAllClients();
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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if (m_physicsActor != null && m_appearance != null)
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{
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@@ -2154,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes
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RemoveFromPhysicalScene();
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Animator.TrySetMovementAnimation(sitAnimation);
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SendFullUpdateToAllClients();
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SendAvatarDataToAllAgents();
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// This may seem stupid, but Our Full updates don't send avatar rotation :P
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// So we're also sending a terse update (which has avatar rotation)
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// [Update] We do now.
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@@ -2379,165 +2409,169 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Tell other client about this avatar (The client previously didn't know or had outdated details about this avatar)
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/// Do everything required once a client completes its movement into a region and becomes
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/// a root agent.
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/// </summary>
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/// <param name="remoteAvatar"></param>
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public void SendFullUpdateToOtherClient(ScenePresence remoteAvatar)
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{
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// 2 stage check is needed.
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if (remoteAvatar == null)
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return;
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IClientAPI cl = remoteAvatar.ControllingClient;
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if (cl == null)
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return;
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if (m_appearance.Texture == null)
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return;
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// MT: This is needed for sit. It's legal to send it to oneself, and the name
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// of the method is a misnomer
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//
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// if (LocalId == remoteAvatar.LocalId)
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// {
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// m_log.WarnFormat("[SCENEPRESENCE]: An agent is attempting to send avatar data to itself; {0}", UUID);
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// return;
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// }
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if (IsChildAgent)
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{
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m_log.WarnFormat("[SCENEPRESENCE]: A child agent is attempting to send out avatar data; {0}", UUID);
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return;
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}
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remoteAvatar.m_controllingClient.SendAvatarDataImmediate(this);
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m_scene.StatsReporter.AddAgentUpdates(1);
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}
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/// <summary>
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/// Tell *ALL* agents about this agent
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/// </summary>
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public void SendInitialFullUpdateToAllClients()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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int avUpdates = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
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{
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++avUpdates;
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// Don't update ourselves
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if (avatar.LocalId == LocalId)
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return;
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// If this is a root agent, then get info about the avatar
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if (!IsChildAgent)
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{
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SendFullUpdateToOtherClient(avatar);
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}
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// If the other avatar is a root
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if (!avatar.IsChildAgent)
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{
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avatar.SendFullUpdateToOtherClient(this);
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avatar.SendAppearanceToOtherAgent(this);
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avatar.Animator.SendAnimPackToClient(ControllingClient);
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}
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});
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m_scene.StatsReporter.AddAgentUpdates(avUpdates);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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//Animator.SendAnimPack();
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}
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public void SendFullUpdateToAllClients()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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{
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m_log.Warn("[SCENEPRESENCE] attempt to send update from a childagent");
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return;
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}
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence sp)
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{
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if (sp.IsChildAgent)
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return;
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SendFullUpdateToOtherClient(sp);
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++count;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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Animator.SendAnimPack();
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}
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/// <summary>
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/// Do everything required once a client completes its movement into a region
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/// </summary>
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public void SendInitialData()
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private void SendInitialData()
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{
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// Moved this into CompleteMovement to ensure that m_appearance is initialized before
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// the inventory arrives
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// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
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m_controllingClient.SendAvatarDataImmediate(this);
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// This agent just became root. We are going to tell everyone about it. The process of
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// getting other avatars information was initiated in the constructor... don't do it
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// again here...
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SendAvatarDataToAllAgents();
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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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{
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if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
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{
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// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
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m_controllingClient.SendAppearance(
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m_appearance.Owner,m_appearance.VisualParams,m_appearance.Texture.GetBytes());
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SendAppearanceToAgent(this);
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// If the avatars baked textures are all in the cache, then we have a
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// complete appearance... send it out, if not, then we'll send it when
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// the avatar finishes updating its appearance
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SendAppearanceToAllOtherAgents();
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}
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}
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else
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{
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m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
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}
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SendInitialFullUpdateToAllClients();
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}
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/// <summary>
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///
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/// Send this agent's avatar data to all other root and child agents in the scene
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/// This agent must be root. This avatar will receive its own update.
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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public void SendAvatarDataToAllAgents()
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{
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// DEBUG ON
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// m_log.WarnFormat("[SCENEPRESENCE]: Send appearance from {0} to all other agents", m_uuid);
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// DEBUG OFF
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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{
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m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent");
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return;
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}
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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if (scenePresence.UUID != UUID)
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{
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SendAppearanceToOtherAgent(scenePresence);
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}
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SendAvatarDataToAgent(scenePresence);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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/// Send appearance data to an agent that isn't this one.
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/// Send avatar data for all other root agents to this agent, this agent
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/// can be either a child or root
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/// </summary>
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public void SendOtherAgentsAvatarDataToMe()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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// only send information about root agents
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if (scenePresence.IsChildAgent)
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return;
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// only send information about other root agents
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if (scenePresence.UUID == UUID)
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return;
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scenePresence.SendAvatarDataToAgent(this);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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/// Send avatar data to an agent.
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/// </summary>
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/// <param name="avatar"></param>
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public void SendAppearanceToOtherAgent(ScenePresence avatar)
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private void SendAvatarDataToAgent(ScenePresence avatar)
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{
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if (LocalId == avatar.LocalId)
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// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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}
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/// <summary>
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/// Send this agent's appearance to all other root and child agents in the scene
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/// This agent must be root.
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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{
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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{
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m_log.WarnFormat("[SCENE PRESENCE]: An agent is attempting to send appearance data to itself; {0}", UUID);
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m_log.Warn("[SCENEPRESENCE] attempt to send avatar data from a child agent");
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return;
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}
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m_perfMonMS = Util.EnvironmentTickCount();
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// DEBUG ON
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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if (scenePresence.UUID == UUID)
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return;
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SendAppearanceToAgent(scenePresence);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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/// Send appearance from all other root agents to this agent. this agent
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/// can be either root or child
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/// </summary>
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public void SendOtherAgentsAppearanceToMe()
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{
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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// only send information about root agents
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if (scenePresence.IsChildAgent)
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return;
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// only send information about other root agents
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if (scenePresence.UUID == UUID)
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return;
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scenePresence.SendAppearanceToAgent(this);
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count++;
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});
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m_scene.StatsReporter.AddAgentUpdates(count);
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m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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/// <summary>
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/// Send appearance data to an agent.
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/// </summary>
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/// <param name="avatar"></param>
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private void SendAppearanceToAgent(ScenePresence avatar)
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{
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// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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// DEBUG OFF
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avatar.ControllingClient.SendAppearance(
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m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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@@ -3050,9 +3084,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void CopyFrom(AgentData cAgent)
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{
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// DEBUG ON
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m_log.ErrorFormat("[SCENEPRESENCE] CALLING COPYFROM");
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// DEBUG OFF
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m_originRegionID = cAgent.RegionID;
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m_callbackURI = cAgent.CallbackURI;
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@@ -86,23 +86,33 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="assetUuids">The assets gathered</param>
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public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
|
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{
|
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assetUuids[assetUuid] = assetType;
|
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|
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
|
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{
|
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GetWearableAssetUuids(assetUuid, assetUuids);
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try
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{
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assetUuids[assetUuid] = assetType;
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if (AssetType.Bodypart == assetType || AssetType.Clothing == assetType)
|
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{
|
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GetWearableAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Gesture == assetType)
|
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{
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GetGestureAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
|
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{
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GetScriptAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetUuid, assetUuids);
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}
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}
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else if (AssetType.Gesture == assetType)
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catch (Exception)
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{
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GetGestureAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.LSLText == assetType)
|
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{
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GetScriptAssetUuids(assetUuid, assetUuids);
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}
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else if (AssetType.Object == assetType)
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{
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GetSceneObjectAssetUuids(assetUuid, assetUuids);
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m_log.ErrorFormat(
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"[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}",
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assetUuid, assetType);
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throw;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user