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 -- cgit v1.1