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authorJustin Clark-Casey (justincc)2011-09-06 01:59:21 +0100
committerJustin Clark-Casey (justincc)2011-09-06 01:59:21 +0100
commitb903d2ca963d5f68803a1cabbd033f89ab72634a (patch)
treee353ffa7e3de076022a024c394c698db906d94d5 /OpenSim/Framework/ChildAgentDataUpdate.cs
parentGet rid of the confusing version of IAttachmentsModule.RezSingleAttachmentFro... (diff)
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In SetAttachment, if the existing attachment has no asset id then carry on rather than abort.
When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments later fail unless the attachment is detached and reattached. Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
Diffstat (limited to 'OpenSim/Framework/ChildAgentDataUpdate.cs')
-rw-r--r--OpenSim/Framework/ChildAgentDataUpdate.cs1
1 files changed, 1 insertions, 0 deletions
diff --git a/OpenSim/Framework/ChildAgentDataUpdate.cs b/OpenSim/Framework/ChildAgentDataUpdate.cs
index 613db1c..53ec166 100644
--- a/OpenSim/Framework/ChildAgentDataUpdate.cs
+++ b/OpenSim/Framework/ChildAgentDataUpdate.cs
@@ -628,6 +628,7 @@ namespace OpenSim.Framework
628 // We know all of these must end up as attachments so we 628 // We know all of these must end up as attachments so we
629 // append rather than replace to ensure multiple attachments 629 // append rather than replace to ensure multiple attachments
630 // per point continues to work 630 // per point continues to work
631// m_log.DebugFormat("[CHILDAGENTDATAUPDATE]: Appending attachments for {0}", AgentID);
631 Appearance.AppendAttachment(new AvatarAttachment((OSDMap)o)); 632 Appearance.AppendAttachment(new AvatarAttachment((OSDMap)o));
632 } 633 }
633 } 634 }