From 8741676bc3681e2045084e17f86196693d9156d3 Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 3 Dec 2010 18:32:03 +0100 Subject: Revert "Revert "Trigger changed event with CHANGED_TELEPORT when teleporting to another region."" This reverts commit 6c01ebb87541ecf66d678606bb97d996bee51953. --- OpenSim/Region/Framework/Scenes/Scene.cs | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d17814d..792115a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2391,16 +2391,14 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName); return false; } - - newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, 2); + + newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); newObject.ResumeScripts(); // Do this as late as possible so that listeners have full access to the incoming object EventManager.TriggerOnIncomingSceneObject(newObject); - TriggerChangedTeleport(newObject); - return true; } @@ -2527,7 +2525,7 @@ namespace OpenSim.Region.Framework.Scenes return true; } - private void TriggerChangedTeleport(SceneObjectGroup sog) + private int GetStateSource(SceneObjectGroup sog) { ScenePresence sp = GetScenePresence(sog.OwnerID); @@ -2538,13 +2536,12 @@ namespace OpenSim.Region.Framework.Scenes if (aCircuit != null && (aCircuit.teleportFlags != (uint)TeleportFlags.Default)) { // This will get your attention - //m_log.Error("[XXX] Triggering "); + //m_log.Error("[XXX] Triggering CHANGED_TELEPORT"); - // Trigger CHANGED_TELEPORT - sp.Scene.EventManager.TriggerOnScriptChangedEvent(sog.LocalId, (uint)Changed.TELEPORT); + return 5; // StateSource.Teleporting } - } + return 2; // StateSource.PrimCrossing } #endregion -- cgit v1.1 From 8e3bacc691926340c049e2082b46e4d22a72b6ff Mon Sep 17 00:00:00 2001 From: Melanie Date: Fri, 3 Dec 2010 23:06:44 +0100 Subject: When linking something, immediately persist the linked set. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index b2d9358..ecc7f40 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -1639,6 +1639,7 @@ namespace OpenSim.Region.Framework.Scenes { parentGroup.areUpdatesSuspended = false; parentGroup.HasGroupChanged = true; + parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true); parentGroup.ScheduleGroupForFullUpdate(); Monitor.Exit(m_updateLock); } -- cgit v1.1 From df860516bf4fa4e4196be4d5fc26db71d98334f4 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 3 Dec 2010 16:17:50 -0800 Subject: Various bug fixes for appearance handling: more aggressive reset of textures and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data. Cleaned up (and added) debugging. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 46 +++++++++++++++--------- 1 file changed, 30 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 82214bf..a1c80e5 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2418,30 +2418,44 @@ namespace OpenSim.Region.Framework.Scenes // the inventory arrives // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); - // This agent just became root. We are going to tell everyone about it. The process of - // getting other avatars information was initiated in the constructor... don't do it - // again here... - SendAvatarDataToAllAgents(); + bool cachedappearance = false; // We have an appearance but we may not have the baked textures. Check the asset cache // to see if all the baked textures are already here. if (m_scene.AvatarFactory != null) { - if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient)) - { -// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); - SendAppearanceToAgent(this); - - // If the avatars baked textures are all in the cache, then we have a - // complete appearance... send it out, if not, then we'll send it when - // the avatar finishes updating its appearance - SendAppearanceToAllOtherAgents(); - } + cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient); } else { m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); } + + // If we aren't using a cached appearance, then clear out the baked textures + if (! cachedappearance) + { + m_appearance.ResetAppearance(); + if (m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(UUID); + } + + // This agent just became root. We are going to tell everyone about it. The process of + // getting other avatars information was initiated in the constructor... don't do it + // again here... this comes after the cached appearance check because the avatars + // appearance goes into the avatar update packet + SendAvatarDataToAllAgents(); + SendAppearanceToAgent(this); + + // If we are using the the cached appearance then send it out to everyone + if (cachedappearance) + { + m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name); + + // If the avatars baked textures are all in the cache, then we have a + // complete appearance... send it out, if not, then we'll send it when + // the avatar finishes updating its appearance + SendAppearanceToAllOtherAgents(); + } } /// @@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes /// Send avatar data to an agent. /// /// - private void SendAvatarDataToAgent(ScenePresence avatar) + public void SendAvatarDataToAgent(ScenePresence avatar) { // m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); @@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes /// Send appearance data to an agent. /// /// - private void SendAppearanceToAgent(ScenePresence avatar) + public void SendAppearanceToAgent(ScenePresence avatar) { // m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); -- cgit v1.1