Additional debug text in ScenePresence.cs for appearance

dsg
Dan Lake 2011-01-03 09:37:31 -08:00
parent f0c2fe6569
commit a34e152e9b
1 changed files with 6 additions and 2 deletions

View File

@ -2476,6 +2476,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
private void SendInitialData() private void SendInitialData()
{ {
m_log.DebugFormat("[SP] SendInitialData: {0} ({1})", Name, UUID);
// Moved this into CompleteMovement to ensure that m_appearance is initialized before // Moved this into CompleteMovement to ensure that m_appearance is initialized before
// the inventory arrives // the inventory arrives
// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance); // m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
@ -2526,6 +2527,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendAvatarDataToAllAgents() public void SendAvatarDataToAllAgents()
{ {
m_log.DebugFormat("[SP] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID);
// REGION SYNC // REGION SYNC
// The server sends appearance to all client managers since there are no local clients // The server sends appearance to all client managers since there are no local clients
if (m_scene.IsSyncedServer()) if (m_scene.IsSyncedServer())
@ -2591,7 +2593,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="avatar"></param> /// <param name="avatar"></param>
public 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.DebugFormat("[SP] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
avatar.ControllingClient.SendAvatarDataImmediate(this); avatar.ControllingClient.SendAvatarDataImmediate(this);
Animator.SendAnimPackToClient(avatar.ControllingClient); Animator.SendAnimPackToClient(avatar.ControllingClient);
@ -2603,6 +2605,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendAppearanceToAllOtherAgents() public void SendAppearanceToAllOtherAgents()
{ {
m_log.DebugFormat("[SP] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID);
// REGION SYNC // REGION SYNC
// The server should not be doing anything via the ForEachScenePresence method // The server should not be doing anything via the ForEachScenePresence method
if (m_scene.IsSyncedServer()) if (m_scene.IsSyncedServer())
@ -2639,6 +2642,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void SendOtherAgentsAppearanceToMe() public void SendOtherAgentsAppearanceToMe()
{ {
m_log.DebugFormat("[SP] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
m_perfMonMS = Util.EnvironmentTickCount(); m_perfMonMS = Util.EnvironmentTickCount();
int count = 0; int count = 0;
@ -2665,7 +2669,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="avatar"></param> /// <param name="avatar"></param>
public void SendAppearanceToAgent(ScenePresence avatar) public void SendAppearanceToAgent(ScenePresence avatar)
{ {
m_log.DebugFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId); m_log.DebugFormat("[SP] SendAppearanceToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
avatar.ControllingClient.SendAppearance( avatar.ControllingClient.SendAppearance(
m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes()); m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());