Fixed bug in AvatarFactoryModule that resulted in removing cloth items, not being persisted.
parent
5e625e5380
commit
23c7c6dabd
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@ -99,7 +99,6 @@ namespace OpenSim.Region.Environment.Modules
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waitHandle = null;
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return false;
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}
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}
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else
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{
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@ -179,7 +178,6 @@ namespace OpenSim.Region.Environment.Modules
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private AvatarAppearance CheckDatabase(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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//check db
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if (m_enablePersist)
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{
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if (m_appearanceMapper.TryGetValue(avatarId.UUID, out appearance))
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@ -198,13 +196,11 @@ namespace OpenSim.Region.Environment.Modules
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private AvatarAppearance CheckCache(LLUUID avatarId)
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{
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AvatarAppearance appearance = null;
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//check cache
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lock (m_avatarsAppearance)
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{
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if (m_avatarsAppearance.ContainsKey(avatarId))
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{
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appearance = m_avatarsAppearance[avatarId];
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// return true;
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}
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}
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return appearance;
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@ -212,11 +208,9 @@ namespace OpenSim.Region.Environment.Modules
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public void Initialise(Scene scene, IConfigSource source)
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{
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scene.RegisterModuleInterface<IAvatarFactory>(this);
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scene.EventManager.OnNewClient += NewClient;
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if (m_scene == null)
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{
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m_scene = scene;
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@ -277,11 +271,26 @@ namespace OpenSim.Region.Environment.Modules
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{
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if (profile.RootFolder != null)
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{
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//Todo look up the assetid from the inventory cache for each itemId that is in AvatarWearingArgs
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// then store assetid and itemId and wearable type in a database
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if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
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{
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AvatarAppearance avatAppearance = null;
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lock (m_avatarsAppearance)
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{
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avatAppearance = m_avatarsAppearance[clientView.AgentId];
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}
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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if (wear.Type < 13)
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{
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if (wear.ItemID == LLUUID.Zero)
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{
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avatAppearance.Wearables[wear.Type].ItemID = LLUUID.Zero;
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avatAppearance.Wearables[wear.Type].AssetID = LLUUID.Zero;
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UpdateDatabase(clientView.AgentId, avatAppearance);
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}
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else
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{
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LLUUID assetId;
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@ -289,15 +298,6 @@ namespace OpenSim.Region.Environment.Modules
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if (baseItem != null)
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{
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assetId = baseItem.assetID;
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if (m_avatarsAppearance.ContainsKey(clientView.AgentId))
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{
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AvatarAppearance avatAppearance = null;
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lock (m_avatarsAppearance)
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{
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avatAppearance = m_avatarsAppearance[clientView.AgentId];
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}
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avatAppearance.Wearables[wear.Type].AssetID = assetId;
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avatAppearance.Wearables[wear.Type].ItemID = wear.ItemID;
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@ -309,6 +309,7 @@ namespace OpenSim.Region.Environment.Modules
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}
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}
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}
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}
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public void UpdateDatabase(LLUUID userID, AvatarAppearance avatAppearance)
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{
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@ -1422,6 +1422,7 @@ namespace OpenSim.Region.Environment.Scenes
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!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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{
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//not found Appearance
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m_log.Warn("[AVATAR DEBUGGING]: Couldn't fetch avatar appearance from factory, please report this to the opensim mantis");
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byte[] visualParams;
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AvatarWearable[] wearables;
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AvatarFactoryModule.GetDefaultAvatarAppearance(out wearables, out visualParams);
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