Removed some debug messages
parent
e02062051d
commit
5d47e08dad
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@ -2052,8 +2052,10 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence sp = CreateAndAddScenePresence(client);
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ScenePresence sp = CreateAndAddScenePresence(client);
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// HERE!!! Do the initial attachments here
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// HERE!!! Do the initial attachments right here
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if (aCircuit.child == false) // first agent upon login is root agent
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// first agent upon login is a root agent by design.
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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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{
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sp.IsChildAgent = false;
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sp.IsChildAgent = false;
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sp.RezAttachments();
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sp.RezAttachments();
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@ -557,7 +557,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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SceneObjectGroup group = GetGroupByPrim(objectLocalID);
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if (group != null)
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if (group != null)
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{
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{
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject got {0}", group.UUID);
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if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
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if (m_parentScene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
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{
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{
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// If the attachment point isn't the same as the one previously used
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// If the attachment point isn't the same as the one previously used
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@ -565,7 +564,6 @@ namespace OpenSim.Region.Framework.Scenes
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// and not in a weird location somewhere unknown.
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// and not in a weird location somewhere unknown.
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if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
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if (AttachmentPt != 0 && AttachmentPt != (uint)group.GetAttachmentPoint())
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{
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{
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 1 got {0}", group.UUID);
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attachPos = Vector3.Zero;
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attachPos = Vector3.Zero;
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}
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}
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@ -574,7 +572,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// Check object for stored attachment point
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// Check object for stored attachment point
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AttachmentPt = (uint)group.GetAttachmentPoint();
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AttachmentPt = (uint)group.GetAttachmentPoint();
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 2 got {0}", group.UUID);
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}
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}
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// if we still didn't find a suitable attachment point.......
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// if we still didn't find a suitable attachment point.......
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@ -583,11 +580,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Stick it on left hand with Zero Offset from the attachment point.
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// Stick it on left hand with Zero Offset from the attachment point.
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AttachmentPt = (uint)AttachmentPoint.LeftHand;
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AttachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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attachPos = Vector3.Zero;
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 3 got {0}", group.UUID);
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}
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}
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 4 got {0}", group.UUID);
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group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));
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group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));
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group.AbsolutePosition = attachPos;
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group.AbsolutePosition = attachPos;
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@ -597,12 +592,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (group.GetFromItemID() == UUID.Zero)
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if (group.GetFromItemID() == UUID.Zero)
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{
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{
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 5 got {0}", group.UUID);
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m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId);
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m_parentScene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemId);
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}
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}
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else
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else
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{
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{
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m_log.DebugFormat("[SCENE GRAPH]: AttachObject 6 got {0}", group.GetFromItemID());
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itemId = group.GetFromItemID();
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itemId = group.GetFromItemID();
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}
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}
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@ -3753,7 +3753,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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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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/// 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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/// </summary>
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public void RezAttachments()
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public void RezAttachments()
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{
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{
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@ -3784,45 +3785,14 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
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m_log.InfoFormat("[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
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p, itemID, assetID, asset);
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p, itemID, assetID, asset);
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//SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
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//m_log.DebugFormat("[ATTCHMENT]: Got scene object parent {0} IsAtt {1}",
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// ((att.ParentGroup != null) ? "not null" : "null"), att.IsAttachment);
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//if (att.ParentGroup != null && !att.IsAttachment)
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//{
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// att.FromItemID = itemID;
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// m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
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//}
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat("[ATTACHMENT] Unable to rez attachment: {0}", e.ToString());
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m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString());
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}
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}
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}
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}
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//SceneObjectPart att = m_scene.GetSceneObjectPart(asset);
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//// If this is null, then the asset has not yet appeared in world
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//// so we revisit this when it does
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////
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//if (att != null && att.UUID != asset) // Yes. It's really needed
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//{
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// m_log.DebugFormat("[ATTACHMENT]: Attach from in world: ItemID {0}, Asset ID {1}, Attachment inworld: {2}", itemID.ToString(), asset.ToString(), att.UUID.ToString());
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// // This will throw if crossing katty-korner
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// // So catch it here to avoid the noid
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// //
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// try
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// {
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// // Attach from world, if not already attached
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// if (att.ParentGroup != null && !att.IsAttachment)
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// m_scene.AttachObject(ControllingClient, att.ParentGroup.LocalId, 0, Quaternion.Identity, att.ParentGroup.AbsolutePosition, false);
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// }
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// catch (NullReferenceException)
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// {
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// }
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//}
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}
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}
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}
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}
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}
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}
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