Removed a few more spurious appearance saves. When an avatar

enters a region the attachments module tries to update the
appearance with attachments that are already part of the appearance.
Just added a check to only save if the attachments weren't there
before.
viewer-2-initial-appearance
Mic Bowman 2011-01-25 14:23:58 -08:00
parent b91c99b596
commit c4727645b8
3 changed files with 31 additions and 18 deletions

View File

@ -427,17 +427,28 @@ namespace OpenSim.Framework
/// 0x80 bit set then we assume this is an append /// 0x80 bit set then we assume this is an append
/// operation otherwise we replace whatever is /// operation otherwise we replace whatever is
/// currently attached at the attachpoint /// currently attached at the attachpoint
/// return true if something actually changed
/// </summary> /// </summary>
public void SetAttachment(int attachpoint, UUID item, UUID asset) public bool SetAttachment(int attachpoint, UUID item, UUID asset)
{ {
if (attachpoint == 0) if (attachpoint == 0)
return; return false;
if (item == UUID.Zero) if (item == UUID.Zero)
{ {
if (m_attachments.ContainsKey(attachpoint)) if (m_attachments.ContainsKey(attachpoint))
{
m_attachments.Remove(attachpoint); m_attachments.Remove(attachpoint);
return; return true;
}
return false;
}
// check if the item is already attached at this point
if (GetAttachpoint(item) == (attachpoint & 0x7F))
{
// m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item);
return false;
} }
// check if this is an append or a replace, 0x80 marks it as an append // check if this is an append or a replace, 0x80 marks it as an append
@ -451,6 +462,7 @@ namespace OpenSim.Framework
{ {
ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset)); ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset));
} }
return true;
} }
public int GetAttachpoint(UUID itemID) public int GetAttachpoint(UUID itemID)
@ -465,7 +477,7 @@ namespace OpenSim.Framework
return 0; return 0;
} }
public void DetachAttachment(UUID itemID) public bool DetachAttachment(UUID itemID)
{ {
foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
{ {
@ -478,9 +490,10 @@ namespace OpenSim.Framework
// And remove the list if there are no more attachments here // And remove the list if there are no more attachments here
if (m_attachments[kvp.Key].Count == 0) if (m_attachments[kvp.Key].Count == 0)
m_attachments.Remove(kvp.Key); m_attachments.Remove(kvp.Key);
return; return true;
} }
} }
return false;
} }
public void ClearAttachments() public void ClearAttachments()

View File

@ -132,8 +132,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
+ ", AttachmentPoint: " + AttachmentPt); + ", AttachmentPoint: " + AttachmentPt);
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
} }
} }
catch (Exception e) catch (Exception e)
@ -336,7 +334,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item); item = m_scene.InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/); bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
} }
return att.UUID; return att.UUID;
@ -380,9 +380,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// XXYY!! // XXYY!!
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item); item = m_scene.InventoryService.GetItem(item);
presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
} }
} }
@ -402,11 +401,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence presence; ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
{ {
presence.Appearance.DetachAttachment(itemID);
// Save avatar attachment information // Save avatar attachment information
m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
if (m_scene.AvatarFactory != null)
bool changed = presence.Appearance.DetachAttachment(itemID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
} }
@ -431,9 +430,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
return; return;
presence.Appearance.DetachAttachment(itemID); bool changed = presence.Appearance.DetachAttachment(itemID);
if (changed && m_scene.AvatarFactory != null)
if (m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
part.ParentGroup.DetachToGround(); part.ParentGroup.DetachToGround();

View File

@ -217,6 +217,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// update transaction. In theory, we should be able to do an immediate // update transaction. In theory, we should be able to do an immediate
// appearance send and save here. // appearance send and save here.
// save only if there were changes, send no matter what (doesn't hurt to send twice)
if (changed)
QueueAppearanceSave(client.AgentId); QueueAppearanceSave(client.AgentId);
QueueAppearanceSend(client.AgentId); QueueAppearanceSend(client.AgentId);
} }