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
parent
b91c99b596
commit
c4727645b8
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@ -427,17 +427,28 @@ namespace OpenSim.Framework
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/// 0x80 bit set then we assume this is an append
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/// 0x80 bit set then we assume this is an append
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/// operation otherwise we replace whatever is
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/// operation otherwise we replace whatever is
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/// currently attached at the attachpoint
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/// currently attached at the attachpoint
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/// return true if something actually changed
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/// </summary>
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/// </summary>
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public void SetAttachment(int attachpoint, UUID item, UUID asset)
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public bool SetAttachment(int attachpoint, UUID item, UUID asset)
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{
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{
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if (attachpoint == 0)
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if (attachpoint == 0)
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return;
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return false;
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if (item == UUID.Zero)
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if (item == UUID.Zero)
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{
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{
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if (m_attachments.ContainsKey(attachpoint))
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if (m_attachments.ContainsKey(attachpoint))
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{
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m_attachments.Remove(attachpoint);
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m_attachments.Remove(attachpoint);
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return;
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return true;
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}
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return false;
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}
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// check if the item is already attached at this point
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if (GetAttachpoint(item) == (attachpoint & 0x7F))
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{
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// m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item);
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return false;
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}
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}
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// check if this is an append or a replace, 0x80 marks it as an append
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// check if this is an append or a replace, 0x80 marks it as an append
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@ -451,6 +462,7 @@ namespace OpenSim.Framework
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{
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{
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ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset));
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ReplaceAttachment(new AvatarAttachment(attachpoint,item,asset));
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}
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}
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return true;
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}
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}
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public int GetAttachpoint(UUID itemID)
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public int GetAttachpoint(UUID itemID)
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@ -465,7 +477,7 @@ namespace OpenSim.Framework
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return 0;
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return 0;
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}
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}
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public void DetachAttachment(UUID itemID)
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public bool DetachAttachment(UUID itemID)
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{
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{
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foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
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foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
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{
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{
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@ -478,9 +490,10 @@ namespace OpenSim.Framework
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// And remove the list if there are no more attachments here
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// And remove the list if there are no more attachments here
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if (m_attachments[kvp.Key].Count == 0)
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if (m_attachments[kvp.Key].Count == 0)
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m_attachments.Remove(kvp.Key);
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m_attachments.Remove(kvp.Key);
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return;
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return true;
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}
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}
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}
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}
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return false;
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}
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}
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public void ClearAttachments()
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public void ClearAttachments()
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@ -132,8 +132,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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+ ", AttachmentPoint: " + AttachmentPt);
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+ ", AttachmentPoint: " + AttachmentPt);
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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}
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}
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catch (Exception e)
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catch (Exception e)
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@ -336,7 +334,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_scene.InventoryService.GetItem(item);
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item = m_scene.InventoryService.GetItem(item);
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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return att.UUID;
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return att.UUID;
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@ -380,9 +380,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// XXYY!!
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// XXYY!!
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_scene.InventoryService.GetItem(item);
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item = m_scene.InventoryService.GetItem(item);
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presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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}
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}
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@ -402,11 +401,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence presence;
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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{
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presence.Appearance.DetachAttachment(itemID);
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// Save avatar attachment information
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// Save avatar attachment information
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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if (m_scene.AvatarFactory != null)
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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}
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@ -431,9 +430,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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return;
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return;
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presence.Appearance.DetachAttachment(itemID);
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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part.ParentGroup.DetachToGround();
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part.ParentGroup.DetachToGround();
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@ -217,7 +217,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// update transaction. In theory, we should be able to do an immediate
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// update transaction. In theory, we should be able to do an immediate
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// appearance send and save here.
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// appearance send and save here.
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QueueAppearanceSave(client.AgentId);
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// save only if there were changes, send no matter what (doesn't hurt to send twice)
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if (changed)
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QueueAppearanceSave(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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QueueAppearanceSend(client.AgentId);
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}
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}
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