Removed some debug messages

arthursv
Diva Canto 2009-08-16 17:11:20 -07:00
parent e02062051d
commit 5d47e08dad
3 changed files with 7 additions and 42 deletions

View File

@ -2052,8 +2052,10 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence sp = CreateAndAddScenePresence(client); ScenePresence sp = CreateAndAddScenePresence(client);
// HERE!!! Do the initial attachments here // HERE!!! Do the initial attachments right here
if (aCircuit.child == false) // first agent upon login is root agent // first agent upon login is a root agent by design.
// All other AddNewClient calls find aCircuit.child to be true
if (aCircuit.child == false)
{ {
sp.IsChildAgent = false; sp.IsChildAgent = false;
sp.RezAttachments(); sp.RezAttachments();

View File

@ -557,7 +557,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup group = GetGroupByPrim(objectLocalID); SceneObjectGroup group = GetGroupByPrim(objectLocalID);
if (group != null) if (group != null)
{ {
m_log.DebugFormat("[SCENE GRAPH]: AttachObject got {0}", group.UUID);
if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId)) if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
{ {
// If the attachment point isn't the same as the one previously used // If the attachment point isn't the same as the one previously used
@ -565,7 +564,6 @@ namespace OpenSim.Region.Framework.Scenes
// and not in a weird location somewhere unknown. // and not in a weird location somewhere unknown.
if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint()) if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
{ {
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 1 got {0}", group.UUID);
attachPos = Vector3.Zero; attachPos = Vector3.Zero;
} }
@ -574,7 +572,6 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// Check object for stored attachment point // Check object for stored attachment point
AttachmentPt = (uint)group.GetAttachmentPoint(); AttachmentPt = (uint)group.GetAttachmentPoint();
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 2 got {0}", group.UUID);
} }
// if we still didn't find a suitable attachment point....... // if we still didn't find a suitable attachment point.......
@ -583,11 +580,9 @@ namespace OpenSim.Region.Framework.Scenes
// Stick it on left hand with Zero Offset from the attachment point. // Stick it on left hand with Zero Offset from the attachment point.
AttachmentPt = (uint)AttachmentPoint.LeftHand; AttachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero; attachPos = Vector3.Zero;
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 3 got {0}", group.UUID);
} }
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 4 got {0}", group.UUID);
group.SetAttachmentPoint(Convert.ToByte(AttachmentPt)); group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));
group.AbsolutePosition = attachPos; group.AbsolutePosition = attachPos;
@ -597,12 +592,10 @@ namespace OpenSim.Region.Framework.Scenes
if (group.GetFromItemID() == UUID.Zero) if (group.GetFromItemID() == UUID.Zero)
{ {
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 5 got {0}", group.UUID);
m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId); m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId);
} }
else else
{ {
m_log.DebugFormat("[SCENE GRAPH]: AttachObject 6 got {0}", group.GetFromItemID());
itemId = group.GetFromItemID(); itemId = group.GetFromItemID();
} }

View File

@ -3753,7 +3753,8 @@ namespace OpenSim.Region.Framework.Scenes
} }
/// <summary> /// <summary>
/// RezAttachments. This should only be called upon login on the first region /// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary> /// </summary>
public void RezAttachments() public void RezAttachments()
{ {
@ -3784,45 +3785,14 @@ namespace OpenSim.Region.Framework.Scenes
m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
p, itemID, assetID, asset); p, itemID, assetID, asset);
//SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
//m_log.DebugFormat("[ATTCHMENT]: Got scene object parent {0} IsAtt {1}",
// ((att.ParentGroup != null) ? "not null" : "null"), att.IsAttachment);
//if (att.ParentGroup != null && !att.IsAttachment)
//{
// att.FromItemID = itemID;
// m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
//}
} }
catch (Exception e) catch (Exception e)
{ {
m_log.ErrorFormat("[ATTACHMENT] Unable to rez attachment: {0}", e.ToString()); m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
} }
} }
//SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
//// If this is null, then the asset has not yet appeared in world
//// so we revisit this when it does
////
//if (att != null && att.UUID != asset) // Yes. It's really needed
//{
// m_log.DebugFormat("[ATTACHMENT]: Attach from in world: ItemID {0}, Asset ID {1}, Attachment inworld: {2}", itemID.ToString(), asset.ToString(), att.UUID.ToString());
// // This will throw if crossing katty-korner
// // So catch it here to avoid the noid
// //
// try
// {
// // Attach from world, if not already attached
// if (att.ParentGroup != null && !att.IsAttachment)
// m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
// }
// catch (NullReferenceException)
// {
// }
//}
} }
} }
} }