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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs46
2 files changed, 2 insertions, 46 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e0250de..e7fe8df 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2578,7 +2578,7 @@ namespace OpenSim.Region.Framework.Scenes
2578 if (aCircuit.child == false) 2578 if (aCircuit.child == false)
2579 { 2579 {
2580 sp.IsChildAgent = false; 2580 sp.IsChildAgent = false;
2581 Util.FireAndForget(delegate(object o) { sp.RezAttachments(); }); 2581 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
2582 } 2582 }
2583 } 2583 }
2584 2584
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4143d44..040e801 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
66 66
67 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs); 67 public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
68 68
69 public class ScenePresence : EntityBase, ISceneEntity 69 public class ScenePresence : EntityBase, IScenePresence
70 { 70 {
71// ~ScenePresence() 71// ~ScenePresence()
72// { 72// {
@@ -444,9 +444,6 @@ namespace OpenSim.Region.Framework.Scenes
444 444
445 protected PhysicsActor m_physicsActor; 445 protected PhysicsActor m_physicsActor;
446 446
447 /// <value>
448 /// The client controlling this presence
449 /// </value>
450 public IClientAPI ControllingClient 447 public IClientAPI ControllingClient
451 { 448 {
452 get { return m_controllingClient; } 449 get { return m_controllingClient; }
@@ -2689,9 +2686,6 @@ namespace OpenSim.Region.Framework.Scenes
2689 UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); 2686 UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
2690 } 2687 }
2691 2688
2692 // Because appearance setting is in a module, we actually need
2693 // to give it access to our appearance directly, otherwise we
2694 // get a synchronization issue.
2695 public AvatarAppearance Appearance 2689 public AvatarAppearance Appearance
2696 { 2690 {
2697 get { return m_appearance; } 2691 get { return m_appearance; }
@@ -3813,44 +3807,6 @@ namespace OpenSim.Region.Framework.Scenes
3813 return flags; 3807 return flags;
3814 } 3808 }
3815 3809
3816 /// <summary>
3817 /// RezAttachments. This should only be called upon login on the first region.
3818 /// Attachment rezzings on crossings and TPs are done in a different way.
3819 /// </summary>
3820 public void RezAttachments()
3821 {
3822 if (null == m_appearance)
3823 {
3824 m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
3825 return;
3826 }
3827
3828 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3829 foreach (AvatarAttachment attach in attachments)
3830 {
3831 int p = attach.AttachPoint;
3832 UUID itemID = attach.ItemID;
3833
3834 //UUID assetID = attach.AssetID;
3835 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
3836 // But they're not used anyway, the item is being looked up for now, so let's proceed.
3837 //if (UUID.Zero == assetID)
3838 //{
3839 // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
3840 // continue;
3841 //}
3842
3843 try
3844 {
3845 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
3846 }
3847 catch (Exception e)
3848 {
3849 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
3850 }
3851 }
3852 }
3853
3854 private void ReprioritizeUpdates() 3810 private void ReprioritizeUpdates()
3855 { 3811 {
3856 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time) 3812 if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)