Merge commit 'c2093ccce16cd5210c8e0759f23b5b4bd205b7af' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
120903efb6
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@ -168,7 +168,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name);
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XmlDocument doc = new XmlDocument();
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string stateData = String.Empty;
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@ -2978,35 +2978,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_eventManager.TriggerOnNewPresence(sp);
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sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
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// The first agent upon login is a root agent by design.
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// For this agent we will have to rez the attachments.
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// All other AddNewClient calls find aCircuit.child to be true.
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if (aCircuit.child == false)
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{
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// We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
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// start the scripts again (since this is done in RezAttachments()).
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// XXX: This is convoluted.
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sp.IsChildAgent = false;
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sp.IsLoggingIn = true;
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// We leave a 5 second pause before attempting to rez attachments to avoid a clash with
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// version 3 viewers that maybe doing their own attachment rezzing related to their current
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// outfit folder on startup. If these operations do clash, then the symptoms are invisible
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// attachments until one zooms in on the avatar.
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//
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// We do not pause if we are launching on the same thread anyway in order to avoid pointlessly
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// delaying any attachment related regression tests.
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if (AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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{
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if (Util.FireAndForgetMethod != FireAndForgetMethod.None)
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Thread.Sleep(5000);
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AttachmentsModule.RezAttachments(sp);
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});
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}
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}
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else
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{
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@ -941,8 +941,6 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE]: Upgrading child to root agent for {0} in {1}",
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Name, m_scene.RegionInfo.RegionName);
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bool wasChild = IsChildAgent;
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if (ParentUUID != UUID.Zero)
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{
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m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
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@ -975,6 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
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IsLoggingIn = false;
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}
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//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
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IsChildAgent = false;
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IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
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if (gm != null)
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@ -1095,22 +1096,44 @@ namespace OpenSim.Region.Framework.Scenes
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// and it has already rezzed the attachments and started their scripts.
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// We do the following only for non-login agents, because their scripts
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// haven't started yet.
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lock (m_attachments)
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if ((TeleportFlags & TeleportFlags.ViaLogin) != 0)
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{
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if (wasChild && HasAttachments())
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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// Resume scripts
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Util.FireAndForget(delegate(object x) {
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foreach (SceneObjectGroup sog in m_attachments)
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// We leave a 5 second pause before attempting to rez attachments to avoid a clash with
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// version 3 viewers that maybe doing their own attachment rezzing related to their current
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// outfit folder on startup. If these operations do clash, then the symptoms are invisible
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// attachments until one zooms in on the avatar.
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//
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// We do not pause if we are launching on the same thread anyway in order to avoid pointlessly
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// delaying any attachment related regression tests.
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if (Scene.AttachmentsModule != null)
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Util.FireAndForget(
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o =>
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{
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sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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}
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});
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if (Util.FireAndForgetMethod != FireAndForgetMethod.None)
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System.Threading.Thread.Sleep(5000);
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Scene.AttachmentsModule.RezAttachments(this);
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});
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}
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else
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{
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lock (m_attachments)
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{
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if (HasAttachments())
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
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// Resume scripts
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Util.FireAndForget(delegate(object x) {
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foreach (SceneObjectGroup sog in m_attachments)
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{
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sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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}
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});
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}
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}
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}
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