From 06b1535ec5054068e65a085fabd25680d145594c Mon Sep 17 00:00:00 2001
From: Sean Dague
Date: Sat, 17 May 2008 12:45:43 +0000
Subject: while this doesn't fix the initial no pants issue in grid (which
still baffles me) it does make setting appearance in grid stick.
---
OpenSim/Region/Environment/Scenes/Scene.cs | 33 +++++++++++-----------
OpenSim/Region/Environment/Scenes/ScenePresence.cs | 22 +++++++++++----
2 files changed, 32 insertions(+), 23 deletions(-)
(limited to 'OpenSim/Region/Environment')
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index bc80915..a798f40 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1779,29 +1779,28 @@ namespace OpenSim.Region.Environment.Scenes
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child)
{
- AvatarAppearance appearance;
- GetAvatarAppearance(client, out appearance);
+ AvatarAppearance appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
ScenePresence avatar = m_innerScene.CreateAndAddScenePresence(client, child, appearance);
return avatar;
}
- protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
- {
- appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
-
- // if (m_AvatarFactory == null ||
- // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
- // {
- // //not found Appearance
- // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
- // byte[] visualParams;
- // AvatarWearable[] wearables;
- // GetDefaultAvatarAppearance(out wearables, out visualParams);
- // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
- // }
- }
+ // protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
+ // {
+ // appearance = CommsManager.UserService.GetUserAppearance(client.AgentId);
+
+ // // if (m_AvatarFactory == null ||
+ // // !m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
+ // // {
+ // // //not found Appearance
+ // // m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
+ // // byte[] visualParams;
+ // // AvatarWearable[] wearables;
+ // // GetDefaultAvatarAppearance(out wearables, out visualParams);
+ // // appearance = new AvatarAppearance(client.AgentId, wearables, visualParams);
+ // // }
+ // }
///
/// Remove the given client from the scene.
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 6977083..5221914 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -1452,13 +1452,8 @@ namespace OpenSim.Region.Environment.Scenes
///
public void SendInitialData()
{
- // justincc - very temporary fix for the fact that m_apperance appears to be null at this point in grid mode
- LLObject.TextureEntry texture = AvatarAppearance.GetDefaultTexture();
- if (null != m_appearance)
- texture = m_appearance.Texture;
-
m_controllingClient.SendAvatarData(m_regionInfo.RegionHandle, m_firstname, m_lastname, m_uuid, LocalId,
- m_pos, texture.ToBytes(), m_parentID);
+ m_pos, m_appearance.Texture.ToBytes(), m_parentID);
if (!m_isChildAgent)
{
@@ -1467,11 +1462,14 @@ namespace OpenSim.Region.Environment.Scenes
SendFullUpdateToAllClients();
SendAppearanceToAllOtherAgents();
+ // This is probably egregious
+ m_controllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
}
public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)
{
+ m_log.Info("[APPEARANCE] Setting wearable with client, wearableid, wearable");
m_appearance.SetWearable(wearableId, wearable);
m_scene.CommsManager.UserService.UpdateUserAppearance(client.AgentId, m_appearance);
client.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
@@ -1483,6 +1481,7 @@ namespace OpenSim.Region.Environment.Scenes
///
public void SendOwnAppearance()
{
+ m_log.Info("[APPEARANCE] Sending Own Appearace");
ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++);
}
@@ -1514,19 +1513,30 @@ namespace OpenSim.Region.Environment.Scenes
public void SetAppearance(byte[] texture, List visualParam)
{
+ m_log.Warn("[APPEARANCE] Setting Appearance");
m_appearance.SetAppearance(texture, visualParam);
SetHeight(m_appearance.AvatarHeight);
m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
SendAppearanceToAllOtherAgents();
+ SendOwnAppearance();
}
public void SetWearable(int wearableId, AvatarWearable wearable)
{
+ m_log.Warn("[APPEARANCE] Setting Wearable");
m_appearance.SetWearable(wearableId, wearable);
m_scene.CommsManager.UserService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance);
}
+ // Because appearance setting is in a module, we actually need
+ // to give it access to our appearance directly, otherwise we
+ // get a synchronization issue.
+ public AvatarAppearance Appearance {
+ get { return m_appearance; }
+ set { m_appearance = value; }
+ }
+
///
///
///
--
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