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authorJustin Clark-Casey (justincc)2013-03-19 21:44:18 +0000
committerJustin Clark-Casey (justincc)2013-03-19 21:49:29 +0000
commit364816421985c052521cf7b444e124760c0a1025 (patch)
treeb6e51feda080bd3e131fabfc990e6533bb7cd83c /OpenSim/Region/CoreModules/Avatar/AvatarFactory
parentFor the moment, disable the output of the 'scene' statistics in SimExtraStats... (diff)
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Prevent multiple instances of the same item ID being appended to an AvatarAppearance
It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID). However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there. This commit requires both simulator and service to be updated.
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs12
1 files changed, 10 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 00d1fd8..ff5bf9f 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -326,7 +326,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
326 326
327 public void QueueAppearanceSave(UUID agentid) 327 public void QueueAppearanceSave(UUID agentid)
328 { 328 {
329 // m_log.WarnFormat("[AVFACTORY]: Queue appearance save for {0}", agentid); 329// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid);
330 330
331 // 10000 ticks per millisecond, 1000 milliseconds per second 331 // 10000 ticks per millisecond, 1000 milliseconds per second
332 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); 332 long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000);
@@ -529,7 +529,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
529 return; 529 return;
530 } 530 }
531 531
532 // m_log.WarnFormat("[AVFACTORY] avatar {0} save appearance",agentid); 532// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid);
533 533
534 // This could take awhile since it needs to pull inventory 534 // This could take awhile since it needs to pull inventory
535 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape 535 // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape
@@ -538,6 +538,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
538 // multiple save requests. 538 // multiple save requests.
539 SetAppearanceAssets(sp.UUID, sp.Appearance); 539 SetAppearanceAssets(sp.UUID, sp.Appearance);
540 540
541// List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
542// foreach (AvatarAttachment att in attachments)
543// {
544// m_log.DebugFormat(
545// "[AVFACTORY]: For {0} saving attachment {1} at point {2}",
546// sp.Name, att.ItemID, att.AttachPoint);
547// }
548
541 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance); 549 m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
542 550
543 // Trigger this here because it's the final step in the set/queue/save process for appearance setting. 551 // Trigger this here because it's the final step in the set/queue/save process for appearance setting.