From be357f8feeb438e3292292d163918a307d69c69a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 30 Aug 2011 01:58:32 +0100
Subject: Fix bug in persisting saved appearances for npcs
Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
---
OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs | 17 +++++++++++++++++
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 +++---
2 files changed, 20 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
index 6817725..4dbddf4 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactory.cs
@@ -25,6 +25,7 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
+using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
@@ -39,7 +40,23 @@ namespace OpenSim.Region.Framework.Interfaces
///
bool SendAppearance(UUID agentId);
+ ///
+ /// Return the baked texture ids of the given agent.
+ ///
+ ///
+ /// An empty list if this agent has no baked textures (e.g. because it's a child agent)
+ Dictionary GetBakedTextureFaces(UUID agentId);
+
+ ///
+ /// Save the baked textures for the given agent permanently in the asset database.
+ ///
+ ///
+ /// This is used to preserve apperance textures for NPCs
+ ///
+ ///
+ /// true if a valid agent was found, false otherwise
bool SaveBakedTextures(UUID agentId);
+
bool ValidateBakedTextureCache(IClientAPI client);
void QueueAppearanceSend(UUID agentid);
void QueueAppearanceSave(UUID agentid);
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4148d4b..4143d44 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1695,9 +1695,9 @@ namespace OpenSim.Region.Framework.Scenes
///
public void MoveToTarget(Vector3 pos, bool noFly)
{
-// m_log.DebugFormat(
-// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
-// Name, pos, m_scene.RegionInfo.RegionName);
+ m_log.DebugFormat(
+ "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
+ Name, pos, m_scene.RegionInfo.RegionName);
if (pos.X < 0 || pos.X >= Constants.RegionSize
|| pos.Y < 0 || pos.Y >= Constants.RegionSize
--
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