Buncha pointless sync and cleanup
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@@ -2557,17 +2557,17 @@ bool idle_startup()
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&& !sInitialOutfit.empty() // registration set up an outfit
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&& !sInitialOutfitGender.empty() // and a gender
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&& isAgentAvatarValid() // can't wear clothes without object
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&& !gAgent.isGenderChosen() ) // nothing already loading
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&& !gAgent.isOutfitChosen()) // nothing already loading
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{
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// Start loading the wearables, textures, gestures
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LLStartUp::loadInitialOutfit( sInitialOutfit, sInitialOutfitGender );
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}
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// If not first login, we need to fetch COF contents and
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// compute appearance from that.
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if (isAgentAvatarValid() && !gAgent.isFirstLogin() && !gAgent.isGenderChosen())
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if (isAgentAvatarValid() && !gAgent.isFirstLogin() && !gAgent.isOutfitChosen())
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{
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gAgentWearables.notifyLoadingStarted();
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gAgent.setGenderChosen(TRUE);
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gAgent.setOutfitChosen(TRUE);
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gAgentWearables.sendDummyAgentWearablesUpdate();
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callAfterCategoryFetch(LLAppearanceMgr::instance().getCOF(), set_flags_and_update_appearance);
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}
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@@ -2575,7 +2575,7 @@ bool idle_startup()
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display_startup();
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// wait precache-delay and for agent's avatar or a lot longer.
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if((timeout_frac > 1.f) && isAgentAvatarValid())
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if ((timeout_frac > 1.f) && isAgentAvatarValid())
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{
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LLStartUp::setStartupState( STATE_WEARABLES_WAIT );
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}
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@@ -2618,11 +2618,11 @@ bool idle_startup()
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const F32 wearables_time = wearables_timer.getElapsedTimeF32();
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const F32 MAX_WEARABLES_TIME = 10.f;
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if (!gAgent.isGenderChosen() && isAgentAvatarValid())
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if (!gAgent.isOutfitChosen() && isAgentAvatarValid())
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{
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// No point in waiting for clothing, we don't even
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// know what gender we are. Pop a dialog to ask and
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// proceed to draw the world. JC
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// No point in waiting for clothing, we don't even know
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// what outfit we want. Pop up a gender chooser dialog to
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// ask and proceed to draw the world. JC
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//
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// *NOTE: We might hit this case even if we have an
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// initial outfit, but if the load hasn't started
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@@ -2650,7 +2650,7 @@ bool idle_startup()
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if (isAgentAvatarValid()
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&& gAgentAvatarp->isFullyLoaded())
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{
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//LL_INFOS() << "avatar fully loaded" << LL_ENDL;
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LL_DEBUGS("Avatar") << "avatar fully loaded" << LL_ENDL;
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LLStartUp::setStartupState( STATE_CLEANUP );
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return TRUE;
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}
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@@ -2661,7 +2661,7 @@ bool idle_startup()
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if ( gAgentWearables.areWearablesLoaded() )
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{
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// We have our clothing, proceed.
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//LL_INFOS() << "wearables loaded" << LL_ENDL;
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LL_DEBUGS("Avatar") << "wearables loaded" << LL_ENDL;
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LLStartUp::setStartupState( STATE_CLEANUP );
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return TRUE;
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}
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@@ -2700,7 +2700,7 @@ bool idle_startup()
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gViewerWindow->getWindow()->resetBusyCount();
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gViewerWindow->getWindow()->setCursor(UI_CURSOR_ARROW);
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LL_DEBUGS("AppInit") << "Done releasing bitmap" << LL_ENDL;
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//gViewerWindow->revealIntroPanel();
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gViewerWindow->setStartupComplete();
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gViewerWindow->setProgressCancelButtonVisible(FALSE);
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display_startup();
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@@ -3306,9 +3306,8 @@ void LLStartUp::loadInitialOutfit( const std::string& outfit_folder_name,
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LL_DEBUGS() << "initial outfit category id: " << cat_id << LL_ENDL;
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}
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// This is really misnamed -- it means we have started loading
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// an outfit/shape that will give the avatar a gender eventually. JC
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gAgent.setGenderChosen(TRUE);
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gAgent.setOutfitChosen(TRUE);
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gAgentWearables.sendDummyAgentWearablesUpdate();
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}
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//static
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@@ -3321,10 +3320,10 @@ void LLStartUp::saveInitialOutfit()
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if (sWearablesLoadedCon.connected())
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{
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LL_DEBUGS() << "sWearablesLoadedCon is connected, disconnecting" << LL_ENDL;
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LL_DEBUGS("Avatar") << "sWearablesLoadedCon is connected, disconnecting" << LL_ENDL;
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sWearablesLoadedCon.disconnect();
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}
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LL_DEBUGS() << "calling makeNewOutfitLinks( \"" << sInitialOutfit << "\" )" << LL_ENDL;
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LL_DEBUGS("Avatar") << "calling makeNewOutfitLinks( \"" << sInitialOutfit << "\" )" << LL_ENDL;
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LLAppearanceMgr::getInstance()->makeNewOutfitLinks(sInitialOutfit,false);
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}
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@@ -3991,17 +3990,6 @@ bool process_login_success_response(std::string& password, U32& first_sim_size_x
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gSavedSettings.setU32("PreferredMaturity", preferredMaturity);
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}
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// During the AO transition, this flag will be true. Then the flag will
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// go away. After the AO transition, this code and all the code that
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// uses it can be deleted.
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text = response["ao_transition"].asString();
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if (!text.empty())
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{
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if (text == "1")
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{
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gAgent.setAOTransition();
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}
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}
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text = response["start_location"].asString();
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if(!text.empty())
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@@ -4113,6 +4101,7 @@ bool process_login_success_response(std::string& password, U32& first_sim_size_x
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// We don't care about this flag anymore; now base whether
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// outfit is chosen on COF contents, initial outfit
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// requested and available, etc.
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//gAgent.setGenderChosen(TRUE);
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}
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