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authorMic Bowman2010-12-03 16:17:50 -0800
committerMelanie2010-12-03 23:45:00 +0000
commitdf860516bf4fa4e4196be4d5fc26db71d98334f4 (patch)
treecc941c190fe2647835b9453fdbaaccb85611986d /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentminor: change OpenSimBase log messages associated with newer module loader to... (diff)
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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.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
1 files changed, 30 insertions, 16 deletions
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
2418 // the inventory arrives 2418 // the inventory arrives
2419 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); 2419 // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
2420 2420
2421 // This agent just became root. We are going to tell everyone about it. The process of 2421 bool cachedappearance = false;
2422 // getting other avatars information was initiated in the constructor... don't do it
2423 // again here...
2424 SendAvatarDataToAllAgents();
2425 2422
2426 // We have an appearance but we may not have the baked textures. Check the asset cache 2423 // We have an appearance but we may not have the baked textures. Check the asset cache
2427 // to see if all the baked textures are already here. 2424 // to see if all the baked textures are already here.
2428 if (m_scene.AvatarFactory != null) 2425 if (m_scene.AvatarFactory != null)
2429 { 2426 {
2430 if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient)) 2427 cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
2431 {
2432// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
2433 SendAppearanceToAgent(this);
2434
2435 // If the avatars baked textures are all in the cache, then we have a
2436 // complete appearance... send it out, if not, then we'll send it when
2437 // the avatar finishes updating its appearance
2438 SendAppearanceToAllOtherAgents();
2439 }
2440 } 2428 }
2441 else 2429 else
2442 { 2430 {
2443 m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name); 2431 m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
2444 } 2432 }
2433
2434 // If we aren't using a cached appearance, then clear out the baked textures
2435 if (! cachedappearance)
2436 {
2437 m_appearance.ResetAppearance();
2438 if (m_scene.AvatarFactory != null)
2439 m_scene.AvatarFactory.QueueAppearanceSave(UUID);
2440 }
2441
2442 // This agent just became root. We are going to tell everyone about it. The process of
2443 // getting other avatars information was initiated in the constructor... don't do it
2444 // again here... this comes after the cached appearance check because the avatars
2445 // appearance goes into the avatar update packet
2446 SendAvatarDataToAllAgents();
2447 SendAppearanceToAgent(this);
2448
2449 // If we are using the the cached appearance then send it out to everyone
2450 if (cachedappearance)
2451 {
2452 m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
2453
2454 // If the avatars baked textures are all in the cache, then we have a
2455 // complete appearance... send it out, if not, then we'll send it when
2456 // the avatar finishes updating its appearance
2457 SendAppearanceToAllOtherAgents();
2458 }
2445 } 2459 }
2446 2460
2447 /// <summary> 2461 /// <summary>
@@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes
2501 /// Send avatar data to an agent. 2515 /// Send avatar data to an agent.
2502 /// </summary> 2516 /// </summary>
2503 /// <param name="avatar"></param> 2517 /// <param name="avatar"></param>
2504 private void SendAvatarDataToAgent(ScenePresence avatar) 2518 public void SendAvatarDataToAgent(ScenePresence avatar)
2505 { 2519 {
2506// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); 2520// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
2507 2521
@@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes
2569 /// Send appearance data to an agent. 2583 /// Send appearance data to an agent.
2570 /// </summary> 2584 /// </summary>
2571 /// <param name="avatar"></param> 2585 /// <param name="avatar"></param>
2572 private void SendAppearanceToAgent(ScenePresence avatar) 2586 public void SendAppearanceToAgent(ScenePresence avatar)
2573 { 2587 {
2574// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); 2588// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
2575 2589