diff options
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 76 |
1 files changed, 48 insertions, 28 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index ffe76a8..4881499 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |||
@@ -111,10 +111,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
111 | List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); | 111 | List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); |
112 | foreach (AvatarAttachment attach in attachments) | 112 | foreach (AvatarAttachment attach in attachments) |
113 | { | 113 | { |
114 | int p = attach.AttachPoint; | 114 | uint p = (uint)attach.AttachPoint; |
115 | UUID itemID = attach.ItemID; | 115 | |
116 | // m_log.DebugFormat( | ||
117 | // "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}", | ||
118 | // attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName); | ||
116 | 119 | ||
117 | //UUID assetID = attach.AssetID; | ||
118 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down | 120 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down |
119 | // But they're not used anyway, the item is being looked up for now, so let's proceed. | 121 | // But they're not used anyway, the item is being looked up for now, so let's proceed. |
120 | //if (UUID.Zero == assetID) | 122 | //if (UUID.Zero == assetID) |
@@ -125,7 +127,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
125 | 127 | ||
126 | try | 128 | try |
127 | { | 129 | { |
128 | RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, (uint)p); | 130 | // If we're an NPC then skip all the item checks and manipulations since we don't have an |
131 | // inventory right now. | ||
132 | if (sp.PresenceType == PresenceType.Npc) | ||
133 | RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); | ||
134 | else | ||
135 | RezSingleAttachmentFromInventory(sp.ControllingClient, attach.ItemID, p); | ||
129 | } | 136 | } |
130 | catch (Exception e) | 137 | catch (Exception e) |
131 | { | 138 | { |
@@ -231,7 +238,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
231 | return AttachObject(sp, group, AttachmentPt, silent); | 238 | return AttachObject(sp, group, AttachmentPt, silent); |
232 | } | 239 | } |
233 | 240 | ||
234 | private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) | 241 | private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) |
235 | { | 242 | { |
236 | // m_log.DebugFormat( | 243 | // m_log.DebugFormat( |
237 | // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", | 244 | // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", |
@@ -284,17 +291,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
284 | List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); | 291 | List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); |
285 | 292 | ||
286 | // At the moment we can only deal with a single attachment | 293 | // At the moment we can only deal with a single attachment |
287 | if (attachments.Count != 0) | 294 | // We also don't want to do any of the inventory operations for an NPC. |
288 | itemID = attachments[0].GetFromItemID(); | 295 | if (sp.PresenceType != PresenceType.Npc) |
289 | 296 | { | |
290 | if (itemID != UUID.Zero) | 297 | if (attachments.Count != 0) |
291 | DetachSingleAttachmentToInv(itemID, sp); | 298 | itemID = attachments[0].GetFromItemID(); |
292 | 299 | ||
293 | itemID = group.GetFromItemID(); | 300 | if (itemID != UUID.Zero) |
294 | if (itemID == UUID.Zero) | 301 | DetachSingleAttachmentToInv(itemID, sp); |
295 | itemID = AddSceneObjectAsAttachment(sp.ControllingClient, group).ID; | 302 | |
296 | 303 | itemID = group.GetFromItemID(); | |
297 | ShowAttachInUserInventory(sp, attachmentPt, itemID, group); | 304 | if (itemID == UUID.Zero) |
305 | itemID = AddSceneObjectAsAttachment(sp.ControllingClient, group).ID; | ||
306 | |||
307 | ShowAttachInUserInventory(sp, attachmentPt, itemID, group); | ||
308 | } | ||
298 | 309 | ||
299 | AttachToAgent(sp, group, attachmentPt, attachPos, silent); | 310 | AttachToAgent(sp, group, attachmentPt, attachPos, silent); |
300 | 311 | ||
@@ -312,7 +323,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
312 | } | 323 | } |
313 | } | 324 | } |
314 | 325 | ||
315 | public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) | 326 | public ISceneEntity RezSingleAttachmentFromInventory( |
327 | IClientAPI remoteClient, UUID itemID, uint AttachmentPt) | ||
316 | { | 328 | { |
317 | return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true); | 329 | return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true); |
318 | } | 330 | } |
@@ -338,7 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
338 | // be removed when that functionality is implemented in opensim | 350 | // be removed when that functionality is implemented in opensim |
339 | AttachmentPt &= 0x7f; | 351 | AttachmentPt &= 0x7f; |
340 | 352 | ||
341 | SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, AttachmentPt); | 353 | SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); |
342 | 354 | ||
343 | if (updateInventoryStatus) | 355 | if (updateInventoryStatus) |
344 | { | 356 | { |
@@ -352,14 +364,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
352 | } | 364 | } |
353 | 365 | ||
354 | private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( | 366 | private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( |
355 | ScenePresence sp, UUID itemID, uint attachmentPt) | 367 | IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) |
356 | { | 368 | { |
357 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); | 369 | IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>(); |
358 | if (invAccess != null) | 370 | if (invAccess != null) |
359 | { | 371 | { |
360 | SceneObjectGroup objatt = invAccess.RezObject(sp.ControllingClient, | 372 | SceneObjectGroup objatt; |
361 | itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | 373 | |
362 | false, false, sp.UUID, true); | 374 | if (itemID != UUID.Zero) |
375 | objatt = invAccess.RezObject(sp.ControllingClient, | ||
376 | itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||
377 | false, false, sp.UUID, true); | ||
378 | else | ||
379 | objatt = invAccess.RezObject(sp.ControllingClient, | ||
380 | null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||
381 | false, false, sp.UUID, true); | ||
363 | 382 | ||
364 | // m_log.DebugFormat( | 383 | // m_log.DebugFormat( |
365 | // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", | 384 | // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", |
@@ -425,7 +444,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
425 | /// <param name="attachmentPoint"></param> | 444 | /// <param name="attachmentPoint"></param> |
426 | /// <returns></returns> | 445 | /// <returns></returns> |
427 | private UUID ShowAttachInUserInventory( | 446 | private UUID ShowAttachInUserInventory( |
428 | SceneObjectGroup att, ScenePresence sp, UUID itemID, uint attachmentPoint) | 447 | SceneObjectGroup att, IScenePresence sp, UUID itemID, uint attachmentPoint) |
429 | { | 448 | { |
430 | // m_log.DebugFormat( | 449 | // m_log.DebugFormat( |
431 | // "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} {2} (item ID {3}) at {4}", | 450 | // "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} {2} (item ID {3}) at {4}", |
@@ -452,7 +471,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
452 | /// <param name="itemID"></param> | 471 | /// <param name="itemID"></param> |
453 | /// <param name="att"></param> | 472 | /// <param name="att"></param> |
454 | private void ShowAttachInUserInventory( | 473 | private void ShowAttachInUserInventory( |
455 | ScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) | 474 | IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) |
456 | { | 475 | { |
457 | // m_log.DebugFormat( | 476 | // m_log.DebugFormat( |
458 | // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", | 477 | // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", |
@@ -574,7 +593,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
574 | 593 | ||
575 | // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. | 594 | // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. |
576 | // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? | 595 | // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? |
577 | private void DetachSingleAttachmentToInv(UUID itemID, ScenePresence sp) | 596 | private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp) |
578 | { | 597 | { |
579 | if (itemID == UUID.Zero) // If this happened, someone made a mistake.... | 598 | if (itemID == UUID.Zero) // If this happened, someone made a mistake.... |
580 | return; | 599 | return; |
@@ -697,16 +716,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
697 | /// <summary> | 716 | /// <summary> |
698 | /// Attach this scene object to the given avatar. | 717 | /// Attach this scene object to the given avatar. |
699 | /// </summary> | 718 | /// </summary> |
700 | /// | 719 | /// <remarks> |
701 | /// This isn't publicly available since attachments should always perform the corresponding inventory | 720 | /// This isn't publicly available since attachments should always perform the corresponding inventory |
702 | /// operation (to show the attach in user inventory and update the asset with positional information). | 721 | /// operation (to show the attach in user inventory and update the asset with positional information). |
703 | /// | 722 | /// </remarks> |
704 | /// <param name="sp"></param> | 723 | /// <param name="sp"></param> |
705 | /// <param name="so"></param> | 724 | /// <param name="so"></param> |
706 | /// <param name="attachmentpoint"></param> | 725 | /// <param name="attachmentpoint"></param> |
707 | /// <param name="attachOffset"></param> | 726 | /// <param name="attachOffset"></param> |
708 | /// <param name="silent"></param> | 727 | /// <param name="silent"></param> |
709 | protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | 728 | private void AttachToAgent( |
729 | IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) | ||
710 | { | 730 | { |
711 | // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", | 731 | // m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", |
712 | // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); | 732 | // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); |