From 6e58c3d563b50c5797d1cfffbaec3fe82f18c2ea Mon Sep 17 00:00:00 2001
From: Master ScienceSim
Date: Mon, 25 Oct 2010 14:11:47 -0700
Subject: Half of the compatibility is working. Login into a new region with
old data works. Teleport out of a new region with old data works. Teleport
into a new region with old data does not trigger the necessary rebake.
---
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 9f7ff7f..b74cdc9 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -136,7 +136,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
{
- m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",face.TextureID,j,this.Name);
+ m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",face.TextureID,j,client.Name);
client.SendRebakeAvatarTextures(face.TextureID);
}
}
--
cgit v1.1
From 9132e251aa0d0d7395dc4868fd57799dd679cdb7 Mon Sep 17 00:00:00 2001
From: Master ScienceSim
Date: Tue, 26 Oct 2010 12:53:15 -0700
Subject: Made the check for texture assets asynchronous. This is one part of a
bigger clean up that needs to happen around locks on appearance.
---
.../Avatar/AvatarFactory/AvatarFactoryModule.cs | 17 ++++++++++-------
1 file changed, 10 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index b74cdc9..5444f80 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -84,6 +84,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
+ public void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx)
+ {
+ if (m_scene.AssetService.Get(textureID.ToString()) == null)
+ {
+ m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",textureID,idx,client.Name);
+ client.SendRebakeAvatarTextures(textureID);
+ }
+ }
+
///
/// Set appearance data (textureentry and slider settings) received from the client
///
@@ -133,13 +142,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
- {
- if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
- {
- m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",face.TextureID,j,client.Name);
- client.SendRebakeAvatarTextures(face.TextureID);
- }
- }
+ Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,j); });
}
changed = sp.Appearance.SetTextureEntries(textureEntry);
--
cgit v1.1
From 0f28fa400d1f853cc3c3ebd2707b08ed06d2f127 Mon Sep 17 00:00:00 2001
From: Master ScienceSim
Date: Thu, 28 Oct 2010 09:00:39 -0700
Subject: Added background thread to handle delayed send and save of appearance
to accommodate batching of the many updates that happen on login and
teleport.
Fixed handling of the serial property in appearance.
---
.../Avatar/AvatarFactory/AvatarFactoryModule.cs | 219 +++++++++++++++------
1 file changed, 164 insertions(+), 55 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 5444f80..903e94b 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -32,6 +32,10 @@ using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
+using System.Threading;
+using System.Timers;
+using System.Collections.Generic;
+
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
@@ -44,7 +48,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
private Scene m_scene = null;
- private bool m_startAnimationSet = false;
+ private static readonly int m_savetime = 5; // seconds to wait before saving changed appearance
+ private static readonly int m_sendtime = 2; // seconds to wait before sending changed appearance
+
+ private static readonly int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
+ private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
+ private Dictionary m_savequeue = new Dictionary();
+ private Dictionary m_sendqueue = new Dictionary();
+
+ #region RegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
@@ -56,6 +68,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void PostInitialise()
{
+ m_updateTimer.Enabled = false;
+ m_updateTimer.AutoReset = true;
+ m_updateTimer.Interval = m_checkTime; // 500 milliseconds wait to start async ops
+ m_updateTimer.Elapsed += new ElapsedEventHandler(HandleAppearanceUpdateTimer);
}
public void Close()
@@ -84,15 +100,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// client.OnAvatarNowWearing -= AvatarIsWearing;
}
- public void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx)
- {
- if (m_scene.AssetService.Get(textureID.ToString()) == null)
- {
- m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",textureID,idx,client.Name);
- client.SendRebakeAvatarTextures(textureID);
- }
- }
-
+ #endregion
+
///
/// Set appearance data (textureentry and slider settings) received from the client
///
@@ -100,6 +109,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
///
public void SetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams)
{
+// DEBUG ON
+ m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId);
+// DEBUG OFF
+
ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
if (sp == null)
{
@@ -107,79 +120,175 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return;
}
-// DEBUG ON
- m_log.WarnFormat("[AVFACTORY] SetAppearance for {0}",client.AgentId);
-// DEBUG OFF
-
-/*
- if (m_physicsActor != null)
- {
- if (!IsChildAgent)
- {
- // This may seem like it's redundant, remove the avatar from the physics scene
- // just to add it back again, but it saves us from having to update
- // 3 variables 10 times a second.
- bool flyingTemp = m_physicsActor.Flying;
- RemoveFromPhysicalScene();
- //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
-
- //PhysicsActor = null;
-
- AddToPhysicalScene(flyingTemp);
- }
- }
-*/
- #region Bake Cache Check
-
bool changed = false;
// Process the texture entry
if (textureEntry != null)
{
+ changed = sp.Appearance.SetTextureEntries(textureEntry);
+
for (int i = 0; i < BAKE_INDICES.Length; i++)
{
- int j = BAKE_INDICES[i];
- Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
-
+ int idx = BAKE_INDICES[i];
+ Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
- Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,j); });
+ Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,idx); });
}
- changed = sp.Appearance.SetTextureEntries(textureEntry);
-
}
- #endregion Bake Cache Check
-
- changed = sp.Appearance.SetVisualParams(visualParams) || changed;
-
- // If nothing changed (this happens frequently) just return
+ // Process the visual params, this may change height as well
+ if (visualParams != null)
+ {
+ if (sp.Appearance.SetVisualParams(visualParams))
+ {
+ changed = true;
+ if (sp.Appearance.AvatarHeight > 0)
+ sp.SetHeight(sp.Appearance.AvatarHeight);
+ }
+ }
+
+ // If something changed in the appearance then queue an appearance save
if (changed)
+ QueueAppearanceSave(client.AgentId);
+
+ // And always queue up an appearance update to send out
+ QueueAppearanceSend(client.AgentId);
+
+ // Send the appearance back to the avatar
+ AvatarAppearance avp = sp.Appearance;
+ sp.ControllingClient.SendAvatarDataImmediate(sp);
+ sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+ }
+
+ ///
+ /// Checks for the existance of a baked texture asset and
+ /// requests the viewer rebake if the asset is not found
+ ///
+ ///
+ ///
+ ///
+ private void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx)
+ {
+ if (m_scene.AssetService.Get(textureID.ToString()) == null)
+ {
+ m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",
+ textureID,idx,client.Name);
+ client.SendRebakeAvatarTextures(textureID);
+ }
+ }
+
+ #region UpdateAppearanceTimer
+
+ public void QueueAppearanceSend(UUID agentid)
+ {
+// DEBUG ON
+ m_log.WarnFormat("[AVFACTORY] Queue appearance send for {0}",agentid);
+// DEBUG OFF
+
+ // 100 nanoseconds (ticks) we should wait
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
+ lock (m_sendqueue)
{
+ m_sendqueue[agentid] = timestamp;
+ m_updateTimer.Start();
+ }
+ }
+
+ public void QueueAppearanceSave(UUID agentid)
+ {
// DEBUG ON
- m_log.Warn("[AVFACTORY] Appearance changed");
+ m_log.WarnFormat("[AVFACTORY] Queue appearance save for {0}",agentid);
// DEBUG OFF
- sp.Appearance.SetAppearance(textureEntry, visualParams);
- if (sp.Appearance.AvatarHeight > 0)
- sp.SetHeight(sp.Appearance.AvatarHeight);
- m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
+ // 100 nanoseconds (ticks) we should wait
+ long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
+ lock (m_savequeue)
+ {
+ m_savequeue[agentid] = timestamp;
+ m_updateTimer.Start();
+ }
+ }
+
+ private void HandleAppearanceSend(UUID agentid)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(agentid);
+ if (sp == null)
+ {
+ m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
+ return;
}
+
// DEBUG ON
- else
- m_log.Warn("[AVFACTORY] Appearance did not change");
-// DEBUG OFF
+ m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}\n{1}",agentid,sp.Appearance.ToString());
+// DEBUG OFF
+ // Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
+
+ // Send the appearance back to the avatar
+ AvatarAppearance avp = sp.Appearance;
+ sp.ControllingClient.SendAvatarDataImmediate(sp);
+ sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+
+/*
+// this needs to be fixed, the flag should be on scene presence not the region module
+ // Start the animations if necessary
if (!m_startAnimationSet)
{
sp.Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
+*/
+ }
- client.SendAvatarDataImmediate(sp);
- client.SendAppearance(sp.Appearance.Owner,sp.Appearance.VisualParams,sp.Appearance.Texture.GetBytes());
+ private void HandleAppearanceSave(UUID agentid)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(agentid);
+ if (sp == null)
+ {
+ m_log.WarnFormat("[AVFACTORY] Agent {0} no longer in the scene",agentid);
+ return;
+ }
+
+ m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
}
+ private void HandleAppearanceUpdateTimer(object sender, EventArgs ea)
+ {
+ long now = DateTime.Now.Ticks;
+
+ lock (m_sendqueue)
+ {
+ Dictionary sends = new Dictionary(m_sendqueue);
+ foreach (KeyValuePair kvp in sends)
+ {
+ if (kvp.Value < now)
+ {
+ Util.FireAndForget(delegate(object o) { HandleAppearanceSend(kvp.Key); });
+ m_sendqueue.Remove(kvp.Key);
+ }
+ }
+ }
+
+ lock (m_savequeue)
+ {
+ Dictionary saves = new Dictionary(m_savequeue);
+ foreach (KeyValuePair kvp in saves)
+ {
+ if (kvp.Value < now)
+ {
+ Util.FireAndForget(delegate(object o) { HandleAppearanceSave(kvp.Key); });
+ m_savequeue.Remove(kvp.Key);
+ }
+ }
+ }
+
+ if (m_savequeue.Count == 0 && m_sendqueue.Count == 0)
+ m_updateTimer.Stop();
+ }
+
+ #endregion
+
///
/// Tell the client for this scene presence what items it should be wearing now
///
--
cgit v1.1
From 68666efd25f4d094949f31eae08ee17fd821b7e4 Mon Sep 17 00:00:00 2001
From: Master ScienceSim
Date: Thu, 28 Oct 2010 12:00:04 -0700
Subject: Configuration of persistent baked textures and save/send delays.
---
.../Avatar/AvatarFactory/AvatarFactoryModule.cs | 18 ++++++++++++++----
1 file changed, 14 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 903e94b..5f8b4f6 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -48,20 +48,30 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
private Scene m_scene = null;
- private static readonly int m_savetime = 5; // seconds to wait before saving changed appearance
- private static readonly int m_sendtime = 2; // seconds to wait before sending changed appearance
+ private int m_savetime = 5; // seconds to wait before saving changed appearance
+ private int m_sendtime = 2; // seconds to wait before sending changed appearance
- private static readonly int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
+ private int m_checkTime = 500; // milliseconds to wait between checks for appearance updates
private System.Timers.Timer m_updateTimer = new System.Timers.Timer();
private Dictionary m_savequeue = new Dictionary();
private Dictionary m_sendqueue = new Dictionary();
#region RegionModule Members
- public void Initialise(Scene scene, IConfigSource source)
+ public void Initialise(Scene scene, IConfigSource config)
{
scene.EventManager.OnNewClient += NewClient;
+ if (config != null)
+ {
+ IConfig sconfig = config.Configs["Startup"];
+ if (sconfig != null)
+ {
+ m_savetime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
+ m_sendtime = Convert.ToInt32(sconfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
+ }
+ }
+
if (m_scene == null)
m_scene = scene;
}
--
cgit v1.1
From f5c9a56c8b73ef93db712fefe9f0366c4983e04f Mon Sep 17 00:00:00 2001
From: Master ScienceSim
Date: Fri, 29 Oct 2010 13:37:13 -0700
Subject: Bunch of fixes that reduce the number of times appearance and avatar
data are sent. And the number of times they are stored.
---
.../Avatar/AvatarFactory/AvatarFactoryModule.cs | 73 +++++++++++++++-------
1 file changed, 49 insertions(+), 24 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 5f8b4f6..bfbbcf8 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -42,10 +42,9 @@ using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
- public class AvatarFactoryModule : IRegionModule
+ public class AvatarFactoryModule : IAvatarFactory, IRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
private Scene m_scene = null;
private int m_savetime = 5; // seconds to wait before saving changed appearance
@@ -60,8 +59,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
public void Initialise(Scene scene, IConfigSource config)
{
+ scene.RegisterModuleInterface(this);
scene.EventManager.OnNewClient += NewClient;
-
+
if (config != null)
{
IConfig sconfig = config.Configs["Startup"];
@@ -112,6 +112,34 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
#endregion
+ public bool ValidateBakedTextureCache(IClientAPI client)
+ {
+ ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
+ if (sp == null)
+ {
+ m_log.WarnFormat("[AVFACTORY] SetAppearance unable to find presence for {0}",client.AgentId);
+ return false;
+ }
+
+ bool cached = true;
+
+ // Process the texture entry
+ for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
+ {
+ int idx = AvatarAppearance.BAKE_INDICES[i];
+ Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
+ if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
+ if (! CheckBakedTextureAsset(client,face.TextureID,idx))
+ {
+ sp.Appearance.Texture.FaceTextures[idx] = null;
+ cached = false;
+ }
+ }
+
+ return cached;
+ }
+
+
///
/// Set appearance data (textureentry and slider settings) received from the client
///
@@ -137,12 +165,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
changed = sp.Appearance.SetTextureEntries(textureEntry);
- for (int i = 0; i < BAKE_INDICES.Length; i++)
+ for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
{
- int idx = BAKE_INDICES[i];
+ int idx = AvatarAppearance.BAKE_INDICES[i];
Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
- Util.FireAndForget(delegate(object o) { CheckBakedTextureAssets(client,face.TextureID,idx); });
+ Util.FireAndForget(delegate(object o) {
+ if (! CheckBakedTextureAsset(client,face.TextureID,idx))
+ client.SendRebakeAvatarTextures(face.TextureID);
+ });
}
}
@@ -165,9 +196,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
QueueAppearanceSend(client.AgentId);
// Send the appearance back to the avatar
- AvatarAppearance avp = sp.Appearance;
- sp.ControllingClient.SendAvatarDataImmediate(sp);
- sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+ // AvatarAppearance avp = sp.Appearance;
+ // sp.ControllingClient.SendAvatarDataImmediate(sp);
+ // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
}
///
@@ -177,14 +208,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
///
///
///
- private void CheckBakedTextureAssets(IClientAPI client, UUID textureID, int idx)
+ private bool CheckBakedTextureAsset(IClientAPI client, UUID textureID, int idx)
{
if (m_scene.AssetService.Get(textureID.ToString()) == null)
{
m_log.WarnFormat("[AVFACTORY]: Missing baked texture {0} ({1}) for avatar {2}",
textureID,idx,client.Name);
- client.SendRebakeAvatarTextures(textureID);
+ return false;
}
+ return true;
}
#region UpdateAppearanceTimer
@@ -229,16 +261,16 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
// DEBUG ON
- m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}\n{1}",agentid,sp.Appearance.ToString());
+ m_log.WarnFormat("[AVFACTORY] Handle appearance send for {0}",agentid);
// DEBUG OFF
// Send the appearance to everyone in the scene
sp.SendAppearanceToAllOtherAgents();
+ sp.ControllingClient.SendAvatarDataImmediate(sp);
// Send the appearance back to the avatar
- AvatarAppearance avp = sp.Appearance;
- sp.ControllingClient.SendAvatarDataImmediate(sp);
- sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
+ // AvatarAppearance avp = sp.Appearance;
+ // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
/*
// this needs to be fixed, the flag should be on scene presence not the region module
@@ -337,14 +369,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance);
- //if (!TryGetAvatarAppearance(client.AgentId, out avatAppearance))
- //{
- // m_log.Warn("[AVFACTORY]: We didn't seem to find the appearance, falling back to ScenePresence");
- // avatAppearance = sp.Appearance;
- //}
-
- //m_log.DebugFormat("[AVFACTORY]: Received wearables for {0}", client.Name);
-
foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
{
if (wear.Type < AvatarWearable.MAX_WEARABLES)
@@ -354,10 +378,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
}
+ // This could take awhile since it needs to pull inventory
SetAppearanceAssets(sp.UUID, ref avatAppearance);
- m_scene.AvatarService.SetAppearance(client.AgentId, avatAppearance);
sp.Appearance = avatAppearance;
+ m_scene.AvatarService.SetAppearance(client.AgentId, sp.Appearance);
}
private void SetAppearanceAssets(UUID userID, ref AvatarAppearance appearance)
--
cgit v1.1