Remove the RestorePresences functions (which don't seem to be doing

anything) and clean up the code in AddNewClient (so Appearance only
gets assigned once, not three times).
viewer-2-initial-appearance
Mic Bowman 2011-01-26 13:33:34 -08:00
parent c4727645b8
commit 240c0eaf1d
2 changed files with 12 additions and 69 deletions

View File

@ -498,12 +498,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_sceneGraph.Entities; } get { return m_sceneGraph.Entities; }
} }
public Dictionary<UUID, ScenePresence> m_restorePresences
{
get { return m_sceneGraph.RestorePresences; }
set { m_sceneGraph.RestorePresences = value; }
}
#endregion Properties #endregion Properties
#region Constructors #region Constructors
@ -2483,56 +2477,24 @@ namespace OpenSim.Region.Framework.Scenes
(aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
CheckHeartbeat(); CheckHeartbeat();
ScenePresence presence;
if (m_restorePresences.ContainsKey(client.AgentId)) if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
{ {
m_log.DebugFormat("[SCENE]: Restoring agent {0} {1} in {2}", client.Name, client.AgentId, RegionInfo.RegionName); m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
m_clientManager.Add(client); m_clientManager.Add(client);
SubscribeToClientEvents(client); SubscribeToClientEvents(client);
presence = m_restorePresences[client.AgentId]; ScenePresence sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance);
m_restorePresences.Remove(client.AgentId); m_eventManager.TriggerOnNewPresence(sp);
// This is one of two paths to create avatars that are // HERE!!! Do the initial attachments right here
// used. This tends to get called more in standalone // first agent upon login is a root agent by design.
// than grid, not really sure why, but as such needs // All other AddNewClient calls find aCircuit.child to be true
// an explicity appearance lookup here. if (aCircuit.child == false)
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
presence.Appearance = appearance;
presence.initializeScenePresence(client, RegionInfo, this);
m_sceneGraph.AddScenePresence(presence);
lock (m_restorePresences)
{ {
Monitor.PulseAll(m_restorePresences); sp.IsChildAgent = false;
} Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
}
else
{
if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
{
m_log.Debug("[SCENE]: Adding new agent " + client.Name + " to scene " + RegionInfo.RegionName);
m_clientManager.Add(client);
SubscribeToClientEvents(client);
ScenePresence sp = CreateAndAddScenePresence(client);
if (aCircuit != null)
sp.Appearance = aCircuit.Appearance;
// HERE!!! Do the initial attachments right here
// first agent upon login is a root agent by design.
// All other AddNewClient calls find aCircuit.child to be true
if (aCircuit == null || (aCircuit != null && aCircuit.child == false))
{
sp.IsChildAgent = false;
Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
}
} }
} }
@ -2996,25 +2958,6 @@ namespace OpenSim.Region.Framework.Scenes
m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed."); m_dialogModule.SendAlertToUser(remoteClient, "Set Home request Failed.");
} }
/// <summary>
/// Create a child agent scene presence and add it to this scene.
/// </summary>
/// <param name="client"></param>
/// <returns></returns>
protected virtual ScenePresence CreateAndAddScenePresence(IClientAPI client)
{
CheckHeartbeat();
AvatarAppearance appearance = null;
GetAvatarAppearance(client, out appearance);
ScenePresence avatar = m_sceneGraph.CreateAndAddChildScenePresence(client, appearance);
//avatar.KnownRegions = GetChildrenSeeds(avatar.UUID);
m_eventManager.TriggerOnNewPresence(avatar);
return avatar;
}
/// <summary> /// <summary>
/// Get the avatar apperance for the given client. /// Get the avatar apperance for the given client.
/// </summary> /// </summary>

View File

@ -73,7 +73,6 @@ namespace OpenSim.Region.Framework.Scenes
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
protected internal EntityManager Entities = new EntityManager(); protected internal EntityManager Entities = new EntityManager();
protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
protected RegionInfo m_regInfo; protected RegionInfo m_regInfo;
protected Scene m_parentScene; protected Scene m_parentScene;
@ -564,8 +563,8 @@ namespace OpenSim.Region.Framework.Scenes
{ {
ScenePresence newAvatar = null; ScenePresence newAvatar = null;
// ScenePresence always defaults to child agent
newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance); newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
newAvatar.IsChildAgent = true;
AddScenePresence(newAvatar); AddScenePresence(newAvatar);
@ -578,6 +577,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="presence"></param> /// <param name="presence"></param>
protected internal void AddScenePresence(ScenePresence presence) protected internal void AddScenePresence(ScenePresence presence)
{ {
// Always a child when added to the scene
bool child = presence.IsChildAgent; bool child = presence.IsChildAgent;
if (child) if (child)