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-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs37
1 files changed, 22 insertions, 15 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)