Merge branch 'master' of /var/git/opensim/
commit
6770e43ef0
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@ -48,7 +48,7 @@ namespace OpenSim.Framework
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||||||
public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
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public readonly static byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
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protected UUID m_owner;
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protected UUID m_owner;
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protected int m_serial = 1;
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protected int m_serial = 0;
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protected byte[] m_visualparams;
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protected byte[] m_visualparams;
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protected Primitive.TextureEntry m_texture;
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protected Primitive.TextureEntry m_texture;
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protected AvatarWearable[] m_wearables;
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protected AvatarWearable[] m_wearables;
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@ -103,7 +103,7 @@ namespace OpenSim.Framework
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{
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{
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// m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance for {0}",owner);
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// m_log.WarnFormat("[AVATAR APPEARANCE]: create empty appearance for {0}",owner);
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m_serial = 1;
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m_serial = 0;
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m_owner = owner;
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m_owner = owner;
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SetDefaultWearables();
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SetDefaultWearables();
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@ -127,7 +127,7 @@ namespace OpenSim.Framework
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{
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{
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// m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID);
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// m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance for {0}",avatarID);
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m_serial = 1;
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m_serial = 0;
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m_owner = avatarID;
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m_owner = avatarID;
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if (wearables != null)
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if (wearables != null)
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@ -160,7 +160,7 @@ namespace OpenSim.Framework
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if (appearance == null)
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if (appearance == null)
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{
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{
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m_serial = 1;
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m_serial = 0;
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m_owner = UUID.Zero;
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m_owner = UUID.Zero;
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SetDefaultWearables();
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SetDefaultWearables();
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@ -229,6 +229,24 @@ namespace OpenSim.Framework
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m_wearables = AvatarWearable.DefaultWearables;
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m_wearables = AvatarWearable.DefaultWearables;
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}
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}
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/// <summary>
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/// Invalidate all of the baked textures in the appearance, useful
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/// if you know that none are valid
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/// </summary>
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public virtual void ResetAppearance()
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{
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m_serial = 0;
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SetDefaultParams();
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SetDefaultTexture();
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//for (int i = 0; i < BAKE_INDICES.Length; i++)
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// {
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// int idx = BAKE_INDICES[i];
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// m_texture.FaceTextures[idx].TextureID = UUID.Zero;
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// }
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}
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protected virtual void SetDefaultParams()
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protected virtual void SetDefaultParams()
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{
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{
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m_visualparams = new byte[] { 33,61,85,23,58,127,63,85,63,42,0,85,63,36,85,95,153,63,34,0,63,109,88,132,63,136,81,85,103,136,127,0,150,150,150,127,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,104,0,0,0,0,0,0,0,0,0,145,216,133,0,127,0,127,170,0,0,127,127,109,85,127,127,63,85,42,150,150,150,150,150,150,150,25,150,150,150,0,127,0,0,144,85,127,132,127,85,0,127,127,127,127,127,127,59,127,85,127,127,106,47,79,127,127,204,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,36,85,131,127,127,127,153,95,0,140,75,27,127,127,0,150,150,198,0,0,63,30,127,165,209,198,127,127,153,204,51,51,255,255,255,204,0,255,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,127,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 };
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m_visualparams = new byte[] { 33,61,85,23,58,127,63,85,63,42,0,85,63,36,85,95,153,63,34,0,63,109,88,132,63,136,81,85,103,136,127,0,150,150,150,127,0,0,0,0,0,127,0,0,255,127,114,127,99,63,127,140,127,127,0,0,0,191,0,104,0,0,0,0,0,0,0,0,0,145,216,133,0,127,0,127,170,0,0,127,127,109,85,127,127,63,85,42,150,150,150,150,150,150,150,25,150,150,150,0,127,0,0,144,85,127,132,127,85,0,127,127,127,127,127,127,59,127,85,127,127,106,47,79,127,127,204,2,141,66,0,0,127,127,0,0,0,0,127,0,159,0,0,178,127,36,85,131,127,127,127,153,95,0,140,75,27,127,127,0,150,150,198,0,0,63,30,127,165,209,198,127,127,153,204,51,51,255,255,255,204,0,255,150,150,150,150,150,150,150,150,150,150,0,150,150,150,150,150,0,127,127,150,150,150,150,150,150,150,150,0,0,150,51,132,150,150,150 };
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@ -240,9 +258,10 @@ namespace OpenSim.Framework
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protected virtual void SetDefaultTexture()
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protected virtual void SetDefaultTexture()
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{
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{
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m_texture = new Primitive.TextureEntry(new UUID("C228D1CF-4B5D-4BA8-84F4-899A0796AA97"));
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m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
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for (uint i = 0; i < TEXTURE_COUNT; i++)
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m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
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// for (uint i = 0; i < TEXTURE_COUNT; i++)
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// m_texture.CreateFace(i).TextureID = new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE);
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}
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}
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/// <summary>
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/// <summary>
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@ -274,9 +293,6 @@ namespace OpenSim.Framework
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}
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}
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changed = true;
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changed = true;
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// if (newface != null)
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// m_log.WarnFormat("[AVATAR APPEARANCE]: index {0}, new texture id {1}",i,newface.TextureID);
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}
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}
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m_texture = textureEntry;
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m_texture = textureEntry;
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@ -990,6 +990,7 @@ namespace OpenSim.Framework.Capabilities
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public void BakedTextureUploaded(UUID assetID, byte[] data)
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public void BakedTextureUploaded(UUID assetID, byte[] data)
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{
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{
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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// m_log.WarnFormat("[CAPS]: Received baked texture {0}", assetID.ToString());
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AssetBase asset;
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AssetBase asset;
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
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asset = new AssetBase(assetID, "Baked Texture", (sbyte)AssetType.Texture, m_agentID.ToString());
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asset.Data = data;
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asset.Data = data;
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@ -1331,6 +1332,7 @@ namespace OpenSim.Framework.Capabilities
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newAssetID = UUID.Random();
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newAssetID = UUID.Random();
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uploaderPath = path;
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uploaderPath = path;
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httpListener = httpServer;
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httpListener = httpServer;
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m_log.InfoFormat("[CAPS] baked texture upload starting for {0}",newAssetID);
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}
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}
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/// <summary>
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/// <summary>
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@ -1358,6 +1360,8 @@ namespace OpenSim.Framework.Capabilities
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handlerUpLoad(newAssetID, data);
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handlerUpLoad(newAssetID, data);
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}
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}
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m_log.InfoFormat("[CAPS] baked texture upload completed for {0}",newAssetID);
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return res;
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return res;
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}
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}
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}
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}
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@ -115,7 +115,18 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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#endregion
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#endregion
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/// <summary>
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/// Check for the existence of the baked texture assets. Request a rebake
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/// unless checkonly is true.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="checkonly"></param>
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public bool ValidateBakedTextureCache(IClientAPI client)
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public bool ValidateBakedTextureCache(IClientAPI client)
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{
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return ValidateBakedTextureCache(client, true);
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}
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private bool ValidateBakedTextureCache(IClientAPI client, bool checkonly)
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{
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{
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp == null)
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if (sp == null)
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@ -131,15 +142,33 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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{
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int idx = AvatarAppearance.BAKE_INDICES[i];
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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if (face == null || face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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// if there is no texture entry, skip it
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if (face == null)
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continue;
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// if the texture is one of the "defaults" then skip it
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// this should probably be more intelligent (skirt texture doesnt matter
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// if the avatar isnt wearing a skirt) but if any of the main baked
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// textures is default then the rest should be as well
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if (face.TextureID == UUID.Zero || face.TextureID == AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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continue;
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continue;
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defonly = false; // found a non-default texture reference
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defonly = false; // found a non-default texture reference
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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return false;
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{
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// the asset didn't exist if we are only checking, then we found a bad
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// one and we're done otherwise, ask for a rebake
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if (checkonly) return false;
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m_log.InfoFormat("[AVFACTORY] missing baked texture {0}, request rebake",face.TextureID);
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client.SendRebakeAvatarTextures(face.TextureID);
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}
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}
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}
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m_log.InfoFormat("[AVFACTORY]: complete texture check for {0}",client.AgentId);
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// If we only found default textures, then the appearance is not cached
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// If we only found default textures, then the appearance is not cached
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return (defonly ? false : true);
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return (defonly ? false : true);
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}
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}
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@ -158,55 +187,43 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return;
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return;
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}
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}
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// m_log.WarnFormat("[AVFACTORY]: Start SetAppearance for {0}",client.AgentId);
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m_log.InfoFormat("[AVFACTORY]: start SetAppearance for {0}",client.AgentId);
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// TODO: This is probably not necessary any longer, just assume the
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// textureEntry set implies that the appearance transaction is complete
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bool changed = false;
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bool changed = false;
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// Process the texture entry transactionally, this doesn't guarantee that Appearance is
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// Process the texture entry transactionally, this doesn't guarantee that Appearance is
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// going to be handled correctly but it does serialize the updates to the appearance
|
// going to be handled correctly but it does serialize the updates to the appearance
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lock (m_setAppearanceLock)
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lock (m_setAppearanceLock)
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{
|
{
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if (textureEntry != null)
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|
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{
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changed = sp.Appearance.SetTextureEntries(textureEntry);
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// m_log.WarnFormat("[AVFACTORY]: Prepare to check textures for {0}",client.AgentId);
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|
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|
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for (int i = 0; i < AvatarAppearance.BAKE_INDICES.Length; i++)
|
|
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{
|
|
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int idx = AvatarAppearance.BAKE_INDICES[i];
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Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[idx];
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if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
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Util.FireAndForget(delegate(object o) {
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|
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if (! CheckBakedTextureAsset(client,face.TextureID,idx))
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|
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client.SendRebakeAvatarTextures(face.TextureID);
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|
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});
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|
||||||
}
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|
||||||
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|
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m_log.WarnFormat("[AVFACTORY]: Complete texture check for {0}",client.AgentId);
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|
||||||
}
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|
||||||
|
|
||||||
// Process the visual params, this may change height as well
|
// Process the visual params, this may change height as well
|
||||||
if (visualParams != null)
|
if (visualParams != null)
|
||||||
{
|
{
|
||||||
if (sp.Appearance.SetVisualParams(visualParams))
|
changed = sp.Appearance.SetVisualParams(visualParams);
|
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{
|
if (sp.Appearance.AvatarHeight > 0)
|
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changed = true;
|
sp.SetHeight(sp.Appearance.AvatarHeight);
|
||||||
if (sp.Appearance.AvatarHeight > 0)
|
|
||||||
sp.SetHeight(sp.Appearance.AvatarHeight);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Process the baked texture array
|
||||||
|
if (textureEntry != null)
|
||||||
|
{
|
||||||
|
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
|
||||||
|
|
||||||
|
m_log.InfoFormat("[AVFACTORY]: received texture update for {0}",client.AgentId);
|
||||||
|
Util.FireAndForget(delegate(object o) { ValidateBakedTextureCache(client,false); });
|
||||||
|
|
||||||
|
// This appears to be set only in the final stage of the appearance
|
||||||
|
// update transaction. In theory, we should be able to do an immediate
|
||||||
|
// appearance send and save here.
|
||||||
|
|
||||||
|
QueueAppearanceSave(client.AgentId);
|
||||||
|
QueueAppearanceSend(client.AgentId);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
|
||||||
// If something changed in the appearance then queue an appearance save
|
|
||||||
if (changed)
|
|
||||||
QueueAppearanceSave(client.AgentId);
|
|
||||||
|
|
||||||
// And always queue up an appearance update to send out
|
|
||||||
QueueAppearanceSend(client.AgentId);
|
|
||||||
|
|
||||||
// m_log.WarnFormat("[AVFACTORY]: Complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -229,6 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||||
|
|
||||||
#region UpdateAppearanceTimer
|
#region UpdateAppearanceTimer
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Queue up a request to send appearance, makes it possible to
|
||||||
|
/// accumulate changes without sending out each one separately.
|
||||||
|
/// </summary>
|
||||||
public void QueueAppearanceSend(UUID agentid)
|
public void QueueAppearanceSend(UUID agentid)
|
||||||
{
|
{
|
||||||
// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
|
// m_log.WarnFormat("[AVFACTORY]: Queue appearance send for {0}", agentid);
|
||||||
|
@ -268,6 +289,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||||
|
|
||||||
// Send the appearance to everyone in the scene
|
// Send the appearance to everyone in the scene
|
||||||
sp.SendAppearanceToAllOtherAgents();
|
sp.SendAppearanceToAllOtherAgents();
|
||||||
|
|
||||||
|
// Send animations back to the avatar as well
|
||||||
|
sp.Animator.SendAnimPack();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleAppearanceSave(UUID agentid)
|
private void HandleAppearanceSave(UUID agentid)
|
||||||
|
@ -353,6 +377,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||||
|
|
||||||
// m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
|
// m_log.WarnFormat("[AVFACTORY]: AvatarIsWearing called for {0}", client.AgentId);
|
||||||
|
|
||||||
|
// we need to clean out the existing textures
|
||||||
|
sp.Appearance.ResetAppearance();
|
||||||
|
|
||||||
// operate on a copy of the appearance so we don't have to lock anything
|
// operate on a copy of the appearance so we don't have to lock anything
|
||||||
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
|
AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
|
||||||
|
|
||||||
|
|
|
@ -2418,30 +2418,44 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// the inventory arrives
|
// the inventory arrives
|
||||||
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
|
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
|
||||||
|
|
||||||
// This agent just became root. We are going to tell everyone about it. The process of
|
bool cachedappearance = false;
|
||||||
// getting other avatars information was initiated in the constructor... don't do it
|
|
||||||
// again here...
|
|
||||||
SendAvatarDataToAllAgents();
|
|
||||||
|
|
||||||
// We have an appearance but we may not have the baked textures. Check the asset cache
|
// We have an appearance but we may not have the baked textures. Check the asset cache
|
||||||
// to see if all the baked textures are already here.
|
// to see if all the baked textures are already here.
|
||||||
if (m_scene.AvatarFactory != null)
|
if (m_scene.AvatarFactory != null)
|
||||||
{
|
{
|
||||||
if (m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient))
|
cachedappearance = m_scene.AvatarFactory.ValidateBakedTextureCache(m_controllingClient);
|
||||||
{
|
|
||||||
// m_log.WarnFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
|
|
||||||
SendAppearanceToAgent(this);
|
|
||||||
|
|
||||||
// If the avatars baked textures are all in the cache, then we have a
|
|
||||||
// complete appearance... send it out, if not, then we'll send it when
|
|
||||||
// the avatar finishes updating its appearance
|
|
||||||
SendAppearanceToAllOtherAgents();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
|
m_log.WarnFormat("[SCENEPRESENCE]: AvatarFactory not set for {0}", Name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// If we aren't using a cached appearance, then clear out the baked textures
|
||||||
|
if (! cachedappearance)
|
||||||
|
{
|
||||||
|
m_appearance.ResetAppearance();
|
||||||
|
if (m_scene.AvatarFactory != null)
|
||||||
|
m_scene.AvatarFactory.QueueAppearanceSave(UUID);
|
||||||
|
}
|
||||||
|
|
||||||
|
// This agent just became root. We are going to tell everyone about it. The process of
|
||||||
|
// getting other avatars information was initiated in the constructor... don't do it
|
||||||
|
// again here... this comes after the cached appearance check because the avatars
|
||||||
|
// appearance goes into the avatar update packet
|
||||||
|
SendAvatarDataToAllAgents();
|
||||||
|
SendAppearanceToAgent(this);
|
||||||
|
|
||||||
|
// If we are using the the cached appearance then send it out to everyone
|
||||||
|
if (cachedappearance)
|
||||||
|
{
|
||||||
|
m_log.InfoFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
|
||||||
|
|
||||||
|
// If the avatars baked textures are all in the cache, then we have a
|
||||||
|
// complete appearance... send it out, if not, then we'll send it when
|
||||||
|
// the avatar finishes updating its appearance
|
||||||
|
SendAppearanceToAllOtherAgents();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -2501,7 +2515,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// Send avatar data to an agent.
|
/// Send avatar data to an agent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="avatar"></param>
|
/// <param name="avatar"></param>
|
||||||
private void SendAvatarDataToAgent(ScenePresence avatar)
|
public void SendAvatarDataToAgent(ScenePresence avatar)
|
||||||
{
|
{
|
||||||
// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
|
// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
|
||||||
|
|
||||||
|
@ -2569,7 +2583,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// Send appearance data to an agent.
|
/// Send appearance data to an agent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="avatar"></param>
|
/// <param name="avatar"></param>
|
||||||
private void SendAppearanceToAgent(ScenePresence avatar)
|
public void SendAppearanceToAgent(ScenePresence avatar)
|
||||||
{
|
{
|
||||||
// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
|
// m_log.WarnFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue