Merge branch 'master' into careminster-presence-refactor
commit
ee85a530f6
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@ -117,7 +117,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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m_application = openSim;
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string bind_ip_address = m_config.GetString("bind_ip_address", "0.0.0.0");
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IPAddress ipaddr = IPAddress.Parse( bind_ip_address );
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IPAddress ipaddr = IPAddress.Parse(bind_ip_address);
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m_httpServer = MainServer.GetHttpServer((uint)port,ipaddr);
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Dictionary<string, XmlRpcMethod> availableMethods = new Dictionary<string, XmlRpcMethod>();
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@ -177,7 +177,7 @@ namespace OpenSim.Framework
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m_owner = appearance.Owner;
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m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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m_wearables[i] = new AvatarWearable();
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if (copyWearables && (appearance.Wearables != null))
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{
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@ -204,9 +204,9 @@ namespace OpenSim.Framework
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public void GetAssetsFrom(AvatarAppearance app)
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{
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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{
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for (int j = 0 ; j < m_wearables[i].Count ; j++)
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for (int j = 0; j < m_wearables[i].Count; j++)
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{
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UUID itemID = m_wearables[i][j].ItemID;
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UUID assetID = app.Wearables[i].GetAsset(itemID);
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@ -220,7 +220,7 @@ namespace OpenSim.Framework
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public void ClearWearables()
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{
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m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES];
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for (int i = 0 ; i < AvatarWearable.MAX_WEARABLES ; i++ )
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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m_wearables[i] = new AvatarWearable();
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}
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@ -347,11 +347,10 @@ namespace OpenSim.Framework
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// m_log.WarnFormat("[AVATARAPPEARANCE] set wearable {0} --> {1}:{2}",wearableId,wearable.ItemID,wearable.AssetID);
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// DEBUG OFF
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m_wearables[wearableId].Clear();
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for (int i = 0 ; i < wearable.Count ; i++)
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for (int i = 0; i < wearable.Count; i++)
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m_wearables[wearableId].Add(wearable[i].ItemID, wearable[i].AssetID);
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}
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// DEBUG ON
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public override String ToString()
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{
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@ -365,7 +364,7 @@ namespace OpenSim.Framework
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foreach (AvatarWearable awear in m_wearables)
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{
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for ( int i = 0 ; i < awear.Count ; i++ )
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for (int i = 0; i < awear.Count; i++)
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s += String.Format("Wearable: item={0}, asset={1}\n",awear[i].ItemID,awear[i].AssetID);
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}
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@ -64,7 +64,7 @@ namespace OpenSim.Framework
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m_Servers[port] = new BaseHttpServer(port);
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if (ipaddr != null )
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if (ipaddr != null)
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m_Servers[port].ListenIPAddress = ipaddr;
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m_log.InfoFormat("[MAIN HTTP SERVER]: Starting main http server on port {0}", port);
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@ -179,7 +179,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UUID itemID = UUID.Zero;
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if (sp != null)
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{
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foreach(SceneObjectGroup grp in sp.Attachments)
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foreach (SceneObjectGroup grp in sp.Attachments)
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{
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if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
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{
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@ -139,7 +139,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return cached;
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}
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/// <summary>
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/// Set appearance data (textureentry and slider settings) received from the client
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/// </summary>
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@ -221,7 +220,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void QueueAppearanceSend(UUID agentid)
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{
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}",agentid);
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}", agentid);
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// 100 nanoseconds (ticks) we should wait
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000);
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@ -234,7 +233,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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public void QueueAppearanceSave(UUID agentid)
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{
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}",agentid);
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}", agentid);
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// 100 nanoseconds (ticks) we should wait
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long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000);
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@ -262,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// Send the appearance back to the avatar
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// AvatarAppearance avp = sp.Appearance;
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// sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes());
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// sp.ControllingClient.SendAppearance(avp.Owner, avp.VisualParams, avp.Texture.GetBytes());
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/*
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// this needs to be fixed, the flag should be on scene presence not the region module
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@ -293,8 +292,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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lock (m_sendqueue)
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{
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Dictionary<UUID,long> sends = new Dictionary<UUID,long>(m_sendqueue);
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foreach (KeyValuePair<UUID,long> kvp in sends)
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Dictionary<UUID, long> sends = new Dictionary<UUID, long>(m_sendqueue);
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foreach (KeyValuePair<UUID, long> kvp in sends)
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{
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if (kvp.Value < now)
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{
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@ -306,8 +305,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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lock (m_savequeue)
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{
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Dictionary<UUID,long> saves = new Dictionary<UUID,long>(m_savequeue);
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foreach (KeyValuePair<UUID,long> kvp in saves)
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Dictionary<UUID, long> saves = new Dictionary<UUID, long>(m_savequeue);
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foreach (KeyValuePair<UUID, long> kvp in saves)
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{
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if (kvp.Value < now)
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{
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@ -337,7 +336,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId);
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client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++);
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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}
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/// <summary>
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@ -354,14 +353,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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return;
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}
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}",client.AgentId);
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// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}", client.AgentId);
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AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false);
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foreach (AvatarWearingArgs.Wearable wear in e.NowWearing)
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{
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if (wear.Type < AvatarWearable.MAX_WEARABLES)
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avatAppearance.Wearables[wear.Type].Add(wear.ItemID,UUID.Zero);
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avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero);
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}
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avatAppearance.GetAssetsFrom(sp.Appearance);
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@ -381,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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{
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for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++)
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{
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for (int j = 0 ; j < appearance.Wearables[j].Count ; j ++ )
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for (int j = 0; j < appearance.Wearables[j].Count; j++)
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{
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if (appearance.Wearables[i][j].ItemID == UUID.Zero)
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continue;
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