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authorSean Dague2008-05-17 12:45:43 +0000
committerSean Dague2008-05-17 12:45:43 +0000
commit06b1535ec5054068e65a085fabd25680d145594c (patch)
tree96f364dc52f998d90592276ee0b93b8f80665a4b /OpenSim/Region/Environment
parent0001303: [PATCH] Make prim owner and data show for prims not owned. From Mel... (diff)
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while this doesn't fix the initial no pants issue in grid (which still baffles me)
it does make setting appearance in grid stick.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs33
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs22
2 files changed, 32 insertions, 23 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index bc80915..a798f40 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1779,29 +1779,28 @@ namespace OpenSim.Region.Environment.Scenes
1779 1779
1780 protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child) 1780 protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
1781 { 1781 {
1782 AvatarAppearance appearance; 1782 AvatarAppearance appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
1783 GetAvatarAppearance(client, out appearance);
1784 1783
1785 ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance); 1784 ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
1786 1785
1787 return avatar; 1786 return avatar;
1788 } 1787 }
1789 1788
1790 protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance) 1789 // protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
1791 { 1790 // {
1792 appearance = CommsManager.UserService.GetUserAppearance(client.AgentId); 1791 // appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
1793 1792
1794 // if (m_AvatarFactory == null || 1793 // // if (m_AvatarFactory == null ||
1795 // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance)) 1794 // // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
1796 // { 1795 // // {
1797 // //not found Appearance 1796 // // //not found Appearance
1798 // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis"); 1797 // // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
1799 // byte[] visualParams; 1798 // // byte[] visualParams;
1800 // AvatarWearable[] wearables; 1799 // // AvatarWearable[] wearables;
1801 // GetDefaultAvatarAppearance(out wearables, out visualParams); 1800 // // GetDefaultAvatarAppearance(out wearables, out visualParams);
1802 // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams); 1801 // // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
1803 // } 1802 // // }
1804 } 1803 // }
1805 1804
1806 /// <summary> 1805 /// <summary>
1807 /// Remove the given client from the scene. 1806 /// Remove the given client from the scene.
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 6977083..5221914 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1452,13 +1452,8 @@ namespace OpenSim.Region.Environment.Scenes
1452 /// </summary> 1452 /// </summary>
1453 public void SendInitialData() 1453 public void SendInitialData()
1454 { 1454 {
1455 // justincc - very temporary fix for the fact that m_apperance appears to be null at this point in grid mode
1456 LLObject.TextureEntry texture = AvatarAppearance.GetDefaultTexture();
1457 if (null != m_appearance)
1458 texture = m_appearance.Texture;
1459
1460 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId, 1455 m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
1461 m_pos, texture.ToBytes(), m_parentID); 1456 m_pos, m_appearance.Texture.ToBytes(), m_parentID);
1462 1457
1463 if (!m_isChildAgent) 1458 if (!m_isChildAgent)
1464 { 1459 {
@@ -1467,11 +1462,14 @@ namespace OpenSim.Region.Environment.Scenes
1467 1462
1468 SendFullUpdateToAllClients(); 1463 SendFullUpdateToAllClients();
1469 SendAppearanceToAllOtherAgents(); 1464 SendAppearanceToAllOtherAgents();
1465 // This is probably egregious
1466 m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
1470 } 1467 }
1471 1468
1472 1469
1473 public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable) 1470 public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)
1474 { 1471 {
1472 m_log.Info("[APPEARANCE] Setting wearable with client, wearableid, wearable");
1475 m_appearance.SetWearable(wearableId, wearable); 1473 m_appearance.SetWearable(wearableId, wearable);
1476 m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance); 1474 m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance);
1477 client.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 1475 client.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
@@ -1483,6 +1481,7 @@ namespace OpenSim.Region.Environment.Scenes
1483 /// <param name="client"></param> 1481 /// <param name="client"></param>
1484 public void SendOwnAppearance() 1482 public void SendOwnAppearance()
1485 { 1483 {
1484 m_log.Info("[APPEARANCE] Sending Own Appearace");
1486 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); 1485 ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
1487 } 1486 }
1488 1487
@@ -1514,19 +1513,30 @@ namespace OpenSim.Region.Environment.Scenes
1514 1513
1515 public void SetAppearance(byte[] texture, List<byte> visualParam) 1514 public void SetAppearance(byte[] texture, List<byte> visualParam)
1516 { 1515 {
1516 m_log.Warn("[APPEARANCE] Setting Appearance");
1517 m_appearance.SetAppearance(texture, visualParam); 1517 m_appearance.SetAppearance(texture, visualParam);
1518 SetHeight(m_appearance.AvatarHeight); 1518 SetHeight(m_appearance.AvatarHeight);
1519 m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); 1519 m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
1520 1520
1521 SendAppearanceToAllOtherAgents(); 1521 SendAppearanceToAllOtherAgents();
1522 SendOwnAppearance();
1522 } 1523 }
1523 1524
1524 public void SetWearable(int wearableId, AvatarWearable wearable) 1525 public void SetWearable(int wearableId, AvatarWearable wearable)
1525 { 1526 {
1527 m_log.Warn("[APPEARANCE] Setting Wearable");
1526 m_appearance.SetWearable(wearableId, wearable); 1528 m_appearance.SetWearable(wearableId, wearable);
1527 m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); 1529 m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
1528 } 1530 }
1529 1531
1532 // Because appearance setting is in a module, we actually need
1533 // to give it access to our appearance directly, otherwise we
1534 // get a synchronization issue.
1535 public AvatarAppearance Appearance {
1536 get { return m_appearance; }
1537 set { m_appearance = value; }
1538 }
1539
1530 /// <summary> 1540 /// <summary>
1531 /// 1541 ///
1532 /// </summary> 1542 /// </summary>