Add "appearance send" command to allow manual sending of appearance.
parent
8e2e4c47d9
commit
9456a540c5
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@ -2575,7 +2575,7 @@ namespace OpenSim.Region.Framework.Scenes
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// only send update from root agents to other clients; children are only "listening posts"
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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if (IsChildAgent)
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{
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{
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m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
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m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent");
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return;
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return;
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}
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}
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@ -2632,10 +2632,10 @@ namespace OpenSim.Region.Framework.Scenes
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// only send update from root agents to other clients; children are only "listening posts"
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// only send update from root agents to other clients; children are only "listening posts"
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if (IsChildAgent)
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if (IsChildAgent)
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{
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{
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m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
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m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent");
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return;
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return;
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}
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}
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int count = 0;
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int count = 0;
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
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{
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{
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@ -98,7 +98,24 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
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"Show appearance information for each avatar in the simulator.",
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"Show appearance information for each avatar in the simulator.",
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"At the moment this actually just checks that we have all the required baked textures. If not, then appearance is 'corrupt' and other avatars will continue to see a cloud.",
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"At the moment this actually just checks that we have all the required baked textures. If not, then appearance is 'corrupt' and other avatars will continue to see a cloud.",
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ShowAppearanceInfo);
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ShowAppearanceInfo);
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}
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scene.AddCommand(
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this, "appearance send",
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"appearance send",
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"Send appearance data for each avatar in the simulator to viewers.",
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SendAppearance);
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}
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private void SendAppearance(string module, string[] cmd)
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{
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lock (m_scenes)
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{
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foreach (Scene scene in m_scenes.Values)
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{
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scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
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}
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}
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}
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protected void ShowAppearanceInfo(string module, string[] cmd)
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protected void ShowAppearanceInfo(string module, string[] cmd)
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{
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{
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@ -124,11 +124,11 @@ namespace pCampBot
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}
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}
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// TODO: unused: Vector3 pos = client.Self.SimPosition;
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// TODO: unused: Vector3 pos = client.Self.SimPosition;
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Vector3 newpos = new Vector3(somthing.Next(255), somthing.Next(255), somthing.Next(255));
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Vector3 newpos = new Vector3(somthing.Next(1, 254), somthing.Next(1, 254), somthing.Next(1, 254));
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client.Self.Movement.TurnToward(newpos);
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client.Self.Movement.TurnToward(newpos);
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client.Self.Movement.AtPos = true;
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client.Self.Movement.AtPos = true;
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Thread.Sleep(somthing.Next(3000,13000));
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Thread.Sleep(somthing.Next(3000, 13000));
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client.Self.Movement.AtPos = false;
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client.Self.Movement.AtPos = false;
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client.Self.Jump(true);
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client.Self.Jump(true);
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