Fix for identity packet pong

This commit is contained in:
Anthony J. Thibault 2016-05-18 16:05:16 -07:00
parent 135fa8c2aa
commit e792e8eecf

View file

@ -606,7 +606,6 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
// joint rotations
int numJoints = *sourceBuffer++;
// do not process any jointData until we've received a valid jointIndices hash from
// an earlier AvatarIdentity packet. Because if we do, we risk applying the joint data
// the wrong bones, resulting in a twisted avatar, An un-animated avatar is preferable to this.
@ -1034,22 +1033,21 @@ QByteArray AvatarData::identityByteArray() {
const QUrl& urlToSend = _skeletonModelURL.scheme() == "file" ? emptyURL : _skeletonModelURL;
#ifdef TRANSMIT_JOINT_INDICES_IN_IDENTITY_PACKET
identityStream << QUuid() << urlToSend << _attachmentData << _displayName << _jointIndices;
identityStream << getSessionUUID() << urlToSend << _attachmentData << _displayName << _jointIndices;
#else
identityStream << QUuid() << urlToSend << _attachmentData << _displayName;
identityStream << getSessionUUID() << urlToSend << _attachmentData << _displayName;
#endif
return identityData;
}
void AvatarData::setSkeletonModelURL(const QUrl& skeletonModelURL) {
const QUrl& expanded = skeletonModelURL.isEmpty() ? AvatarData::defaultFullAvatarModelUrl() : skeletonModelURL;
if (expanded == _skeletonModelURL) {
return;
}
_skeletonModelURL = expanded;
qCDebug(avatars) << "Changing skeleton model for avatar to" << _skeletonModelURL.toString();
qCDebug(avatars) << "Changing skeleton model for avatar" << getSessionUUID() << "to" << _skeletonModelURL.toString();
updateJointMappings();
}