refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
This adds an incomplete IScenePresence to match ISceneEntityremove-scene-viewer
parent
a90e1cf3aa
commit
04bafd2122
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@ -95,6 +95,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
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client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
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client.OnObjectDrop -= DetachSingleAttachmentToGround;
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client.OnObjectDrop -= DetachSingleAttachmentToGround;
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}
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}
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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public void RezAttachments(IScenePresence sp)
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{
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if (null == sp.Appearance)
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{
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m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
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return;
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}
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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{
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int p = attach.AttachPoint;
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UUID itemID = attach.ItemID;
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//UUID assetID = attach.AssetID;
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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//if (UUID.Zero == assetID)
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//{
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// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
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// continue;
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//}
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try
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{
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RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, (uint)p);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Called by client
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/// Called by client
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@ -35,6 +35,12 @@ namespace OpenSim.Region.Framework.Interfaces
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{
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{
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public interface IAttachmentsModule
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public interface IAttachmentsModule
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{
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{
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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void RezAttachments(IScenePresence sp);
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/// <summary>
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/// <summary>
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/// Attach an object to an avatar from the world.
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/// Attach an object to an avatar from the world.
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/// </summary>
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/// </summary>
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@ -0,0 +1,56 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenSim.Framework;
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namespace OpenSim.Region.Framework.Interfaces
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{
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/// <summary>
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/// An agent in the scene.
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/// </summary>
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/// <remarks>
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/// Interface is a work in progress. Please feel free to add other required properties and methods.
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/// </remarks>
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public interface IScenePresence : ISceneEntity
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{
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/// <value>
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/// The client controlling this presence
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/// </value>
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IClientAPI ControllingClient { get; }
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/// <summary>
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/// Avatar appearance data.
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/// </summary>
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/// <remarks>
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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}
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}
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@ -2578,7 +2578,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (aCircuit.child == false)
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if (aCircuit.child == false)
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{
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{
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sp.IsChildAgent = false;
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sp.IsChildAgent = false;
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Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
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Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
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}
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}
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}
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}
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@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
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public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
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public class ScenePresence : EntityBase, ISceneEntity
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public class ScenePresence : EntityBase, IScenePresence
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{
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{
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// ~ScenePresence()
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// ~ScenePresence()
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// {
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// {
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@ -444,9 +444,6 @@ namespace OpenSim.Region.Framework.Scenes
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protected PhysicsActor m_physicsActor;
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protected PhysicsActor m_physicsActor;
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/// <value>
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/// The client controlling this presence
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/// </value>
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public IClientAPI ControllingClient
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public IClientAPI ControllingClient
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{
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{
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get { return m_controllingClient; }
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get { return m_controllingClient; }
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@ -2689,9 +2686,6 @@ namespace OpenSim.Region.Framework.Scenes
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UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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}
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}
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// Because appearance setting is in a module, we actually need
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// to give it access to our appearance directly, otherwise we
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// get a synchronization issue.
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public AvatarAppearance Appearance
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public AvatarAppearance Appearance
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{
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{
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get { return m_appearance; }
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get { return m_appearance; }
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@ -3813,44 +3807,6 @@ namespace OpenSim.Region.Framework.Scenes
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return flags;
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return flags;
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}
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}
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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/// Attachment rezzings on crossings and TPs are done in a different way.
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/// </summary>
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public void RezAttachments()
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{
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if (null == m_appearance)
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{
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m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
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return;
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}
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List<AvatarAttachment> attachments = m_appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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{
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int p = attach.AttachPoint;
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UUID itemID = attach.ItemID;
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//UUID assetID = attach.AssetID;
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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//if (UUID.Zero == assetID)
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//{
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// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
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// continue;
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//}
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try
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{
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m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
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}
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}
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}
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private void ReprioritizeUpdates()
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private void ReprioritizeUpdates()
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{
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{
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if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
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if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)
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@ -155,7 +155,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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sp.Appearance = npcAppearance;
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sp.Appearance = npcAppearance;
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sp.RezAttachments();
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scene.AttachmentsModule.RezAttachments(sp);
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IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
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IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
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module.SendAppearance(sp.UUID);
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module.SendAppearance(sp.UUID);
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