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-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs37
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs22
3 files changed, 39 insertions, 30 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 75dbeb8..995a552 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
210 changed = sp.Appearance.SetVisualParams(visualParams); 210 changed = sp.Appearance.SetVisualParams(visualParams);
211 if (sp.Appearance.AvatarHeight > 0) 211 if (sp.Appearance.AvatarHeight > 0)
212 sp.SetHeight(sp.Appearance.AvatarHeight); 212 sp.SetHeight(sp.Appearance.AvatarHeight);
213 } 213 }
214 214
215 // Process the baked texture array 215 // Process the baked texture array
216 if (textureEntry != null) 216 if (textureEntry != null)
@@ -224,12 +224,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
224 // update transaction. In theory, we should be able to do an immediate 224 // update transaction. In theory, we should be able to do an immediate
225 // appearance send and save here. 225 // appearance send and save here.
226 226
227 // save only if there were changes, send no matter what (doesn't hurt to send twice)
228 if (changed)
229 QueueAppearanceSave(client.AgentId);
230
231 QueueAppearanceSend(client.AgentId);
232 } 227 }
228 // save only if there were changes, send no matter what (doesn't hurt to send twice)
229 if (changed)
230 QueueAppearanceSave(client.AgentId);
231
232 QueueAppearanceSend(client.AgentId);
233 } 233 }
234 234
235 // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString()); 235 // m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
@@ -387,11 +387,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
387 // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId); 387 // m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
388 388
389 // we need to clean out the existing textures 389 // we need to clean out the existing textures
390 sp.Appearance.ResetAppearance(); 390 sp.Appearance.ResetAppearance();
391 391
392 // operate on a copy of the appearance so we don't have to lock anything 392 // operate on a copy of the appearance so we don't have to lock anything yet
393 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); 393 AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
394 394
395 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) 395 foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
396 { 396 {
397 if (wear.Type < AvatarWearable.MAX_WEARABLES) 397 if (wear.Type < AvatarWearable.MAX_WEARABLES)
@@ -403,12 +403,19 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
403 // This could take awhile since it needs to pull inventory 403 // This could take awhile since it needs to pull inventory
404 SetAppearanceAssets(sp.UUID, ref avatAppearance); 404 SetAppearanceAssets(sp.UUID, ref avatAppearance);
405 405
406 // could get fancier with the locks here, but in the spirit of "last write wins" 406 lock (m_setAppearanceLock)
407 // this should work correctly, also, we don't need to send the appearance here 407 {
408 // since the "iswearing" will trigger a new set of visual param and baked texture changes 408 // Update only those fields that we have changed. This is important because the viewer
409 // when those complete, the new appearance will be sent 409 // often sends AvatarIsWearing and SetAppearance packets at once, and AvatarIsWearing
410 sp.Appearance = avatAppearance; 410 // shouldn't overwrite the changes made in SetAppearance.
411 QueueAppearanceSave(client.AgentId); 411 sp.Appearance.Wearables = avatAppearance.Wearables;
412 sp.Appearance.Texture = avatAppearance.Texture;
413
414 // We don't need to send the appearance here since the "iswearing" will trigger a new set
415 // of visual param and baked texture changes. When those complete, the new appearance will be sent
416
417 QueueAppearanceSave(client.AgentId);
418 }
412 } 419 }
413 420
414 private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance) 421 private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index 6e142bb..fac2dab 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1110,14 +1110,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1110 if (data == null) 1110 if (data == null)
1111 return; 1111 return;
1112 1112
1113 UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
1114
1115 m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); 1113 m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
1116 1114
1117 m_scene.RegionInfo.RegionSettings.TerrainImageID = UUID.Random(); 1115 UUID terrainImageID = UUID.Random();
1118 1116
1119 AssetBase asset = new AssetBase( 1117 AssetBase asset = new AssetBase(
1120 m_scene.RegionInfo.RegionSettings.TerrainImageID, 1118 terrainImageID,
1121 "terrainImage_" + m_scene.RegionInfo.RegionID.ToString(), 1119 "terrainImage_" + m_scene.RegionInfo.RegionID.ToString(),
1122 (sbyte)AssetType.Texture, 1120 (sbyte)AssetType.Texture,
1123 m_scene.RegionInfo.RegionID.ToString()); 1121 m_scene.RegionInfo.RegionID.ToString());
@@ -1129,6 +1127,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1129 // Store the new one 1127 // Store the new one
1130 m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); 1128 m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID);
1131 m_scene.AssetService.Store(asset); 1129 m_scene.AssetService.Store(asset);
1130
1131 // Switch to the new one
1132 UUID lastMapRegionUUID = m_scene.RegionInfo.RegionSettings.TerrainImageID;
1133 m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID;
1132 m_scene.RegionInfo.RegionSettings.Save(); 1134 m_scene.RegionInfo.RegionSettings.Save();
1133 1135
1134 // Delete the old one 1136 // Delete the old one
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6e66632..32a2887 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1672,20 +1672,20 @@ namespace OpenSim.Region.Framework.Scenes
1672 1672
1673 m_sceneGridService.SetScene(this); 1673 m_sceneGridService.SetScene(this);
1674 1674
1675 // If we generate maptiles internally at all, the maptile generator 1675 GridRegion region = new GridRegion(RegionInfo);
1676 // will register the region. If not, do it here 1676 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region);
1677 if (m_generateMaptiles) 1677 if (error != String.Empty)
1678 { 1678 {
1679 RegenerateMaptile(null, null); 1679 throw new Exception(error);
1680 } 1680 }
1681 else 1681
1682 // Generate the maptile asynchronously, because sometimes it can be very slow and we
1683 // don't want this to delay starting the region.
1684 if (m_generateMaptiles)
1682 { 1685 {
1683 GridRegion region = new GridRegion(RegionInfo); 1686 Util.FireAndForget(delegate {
1684 string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); 1687 RegenerateMaptile(null, null);
1685 if (error != String.Empty) 1688 });
1686 {
1687 throw new Exception(error);
1688 }
1689 } 1689 }
1690 } 1690 }
1691 1691