Add "appearance send" command to allow manual sending of appearance.

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-11-01 23:23:45 +00:00
parent 2380980975
commit dfeb424afd
3 changed files with 23 additions and 6 deletions

View File

@ -2560,7 +2560,7 @@ namespace OpenSim.Region.Framework.Scenes
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent");
return;
}
@ -2618,10 +2618,10 @@ namespace OpenSim.Region.Framework.Scenes
// only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent)
{
m_log.Warn("[SCENE PRESENCE] attempt to send avatar data from a child agent");
m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent");
return;
}
int count = 0;
m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{

View File

@ -98,7 +98,24 @@ namespace OpenSim.Region.OptionalModules.Avatar.Appearance
"Show appearance information for each avatar in the simulator.",
"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.",
ShowAppearanceInfo);
}
scene.AddCommand(
this, "appearance send",
"appearance send",
"Send appearance data for each avatar in the simulator to viewers.",
SendAppearance);
}
private void SendAppearance(string module, string[] cmd)
{
lock (m_scenes)
{
foreach (Scene scene in m_scenes.Values)
{
scene.ForEachRootScenePresence(sp => scene.AvatarFactory.SendAppearance(sp.UUID));
}
}
}
protected void ShowAppearanceInfo(string module, string[] cmd)
{

View File

@ -95,11 +95,11 @@ namespace pCampBot
}
// TODO: unused: Vector3 pos = client.Self.SimPosition;
Vector3 newpos = new Vector3(somthing.Next(255), somthing.Next(255), somthing.Next(255));
Vector3 newpos = new Vector3(somthing.Next(1, 254), somthing.Next(1, 254), somthing.Next(1, 254));
client.Self.Movement.TurnToward(newpos);
client.Self.Movement.AtPos = true;
Thread.Sleep(somthing.Next(3000,13000));
Thread.Sleep(somthing.Next(3000, 13000));
client.Self.Movement.AtPos = false;
client.Self.Jump(true);