Additional debug text in ScenePresence.cs for appearance
parent
f0c2fe6569
commit
a34e152e9b
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@ -2476,6 +2476,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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private void SendInitialData()
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private void SendInitialData()
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{
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{
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m_log.DebugFormat("[SP] SendInitialData: {0} ({1})", Name, UUID);
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// Moved this into CompleteMovement to ensure that m_appearance is initialized before
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// Moved this into CompleteMovement to ensure that m_appearance is initialized before
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// the inventory arrives
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// the inventory arrives
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// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
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// m_scene.GetAvatarAppearance(m_controllingClient, out m_appearance);
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@ -2526,6 +2527,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void SendAvatarDataToAllAgents()
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public void SendAvatarDataToAllAgents()
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{
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{
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m_log.DebugFormat("[SP] SendAvatarDataToAllAgents: {0} ({1})", Name, UUID);
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// REGION SYNC
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// REGION SYNC
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// The server sends appearance to all client managers since there are no local clients
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// The server sends appearance to all client managers since there are no local clients
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if (m_scene.IsSyncedServer())
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if (m_scene.IsSyncedServer())
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@ -2591,7 +2593,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="avatar"></param>
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/// <param name="avatar"></param>
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public void SendAvatarDataToAgent(ScenePresence avatar)
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public void SendAvatarDataToAgent(ScenePresence avatar)
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{
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{
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// m_log.WarnFormat("[SP] Send avatar data from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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m_log.DebugFormat("[SP] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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avatar.ControllingClient.SendAvatarDataImmediate(this);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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Animator.SendAnimPackToClient(avatar.ControllingClient);
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@ -2603,6 +2605,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void SendAppearanceToAllOtherAgents()
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public void SendAppearanceToAllOtherAgents()
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{
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{
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m_log.DebugFormat("[SP] SendAppearanceToAllOtherAgents: {0} ({1})", Name, UUID);
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// REGION SYNC
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// REGION SYNC
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// The server should not be doing anything via the ForEachScenePresence method
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// The server should not be doing anything via the ForEachScenePresence method
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if (m_scene.IsSyncedServer())
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if (m_scene.IsSyncedServer())
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@ -2639,6 +2642,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void SendOtherAgentsAppearanceToMe()
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public void SendOtherAgentsAppearanceToMe()
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{
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{
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m_log.DebugFormat("[SP] SendOtherAgentsAppearanceToMe: {0} ({1})", Name, UUID);
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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int count = 0;
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int count = 0;
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@ -2665,7 +2669,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="avatar"></param>
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/// <param name="avatar"></param>
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public void SendAppearanceToAgent(ScenePresence avatar)
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public void SendAppearanceToAgent(ScenePresence avatar)
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{
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{
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m_log.DebugFormat("[SP] Send appearance from {0} to {1}",m_uuid,avatar.ControllingClient.AgentId);
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m_log.DebugFormat("[SP] SendAppearanceToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID);
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avatar.ControllingClient.SendAppearance(
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avatar.ControllingClient.SendAppearance(
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m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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m_appearance.Owner, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
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