From 1ff9709ea3d5e7c9ef21f6f59ae0dce62dd7b1c4 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Tue, 28 Oct 2008 21:31:23 +0000 Subject: * Possibly fix grey avatar appearance problems * And hopefully rebaking all the time should no longer be necessary now * It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated). * It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with ImageNotInDatabasePacket * However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store the asset instead. * This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead --- OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 7 ++++++- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 4 ++-- 2 files changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index aaa5e1c..86ec7e2 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -2239,6 +2239,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP awb.AssetID = wearables[i].AssetID; awb.ItemID = wearables[i].ItemID; aw.WearableData[i] = awb; + +// m_log.DebugFormat( +// "[APPEARANCE]: Sending wearable item/asset {0} {1} (index {2}) for {3}", +// awb.ItemID, awb.AssetID, i, Name); } OutPacket(aw, ThrottleOutPacketType.Task); @@ -4205,6 +4209,8 @@ Console.WriteLine(msgpack.ToString()); if (handlerRequestWearables != null) { + m_log.DebugFormat("[APPEARANCE]: Wearables requested by {0}", Name); + handlerRequestWearables(); } @@ -7076,7 +7082,6 @@ Console.WriteLine(msgpack.ToString()); public void SendAsset(AssetRequestToClient req) { - //Console.WriteLine("sending asset " + req.RequestAssetID); TransferInfoPacket Transfer = new TransferInfoPacket(); Transfer.TransferInfo.ChannelType = 2; diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 7bc0360..5a28f2f 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1851,7 +1851,7 @@ namespace OpenSim.Region.Environment.Scenes m_log.DebugFormat("[APPEARANCE]: Sending wearables to {0}", Name); ControllingClient.SendWearables(m_appearance.Wearables, m_appearance.Serial++); - // ControllingClient.SendAppearance( + //ControllingClient.SendAppearance( // m_appearance.Owner, // m_appearance.VisualParams, // m_appearance.Texture.ToBytes() @@ -1896,7 +1896,7 @@ namespace OpenSim.Region.Environment.Scenes m_scene.CommsManager.AvatarService.UpdateUserAppearance(m_controllingClient.AgentId, m_appearance); SendAppearanceToAllOtherAgents(); - SendWearables(); + //SendWearables(); } public void SetWearable(int wearableId, AvatarWearable wearable) -- cgit v1.1