From 92c88121c72386f85472c6cf4891eca8b62b9867 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Tue, 4 Oct 2011 14:40:39 -0700 Subject: Removed all refs to IClientAPI from IAttachmentsModule. Separated client handlers for attachments to call public interface and rearranged module file into sections --- .../Avatar/Attachments/AttachmentsModule.cs | 734 +++++++++++---------- .../Attachments/Tests/AttachmentsModuleTests.cs | 2 +- .../Framework/Interfaces/IAttachmentsModule.cs | 31 +- .../Shared/Api/Implementation/LSL_Api.cs | 2 +- 4 files changed, 385 insertions(+), 384 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 78b9afc..f893eb3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -44,6 +44,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")] public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule { + #region INonSharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; @@ -92,26 +93,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { RemoveRegion(m_scene); } - - public void SubscribeToClientEvents(IClientAPI client) - { - client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory; - client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory; - client.OnObjectAttach += AttachObject; - client.OnObjectDetach += DetachObject; - client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; - client.OnObjectDrop += DetachSingleAttachmentToGround; - } - - public void UnsubscribeFromClientEvents(IClientAPI client) - { - client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory; - client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory; - client.OnObjectAttach -= AttachObject; - client.OnObjectDetach -= DetachObject; - client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv; - client.OnObjectDrop -= DetachSingleAttachmentToGround; - } + + #endregion + + #region IAttachmentsModule /// /// RezAttachments. This should only be called upon login on the first region. @@ -174,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; - UpdateKnownItem(sp.ControllingClient, grp); + UpdateKnownItem(sp, grp); grp.IsAttachment = true; // } } @@ -197,68 +182,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments sp.ClearAttachments(); } - /// - /// Called by client - /// - /// - /// - /// - /// - private void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) - { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", -// objectLocalID, remoteClient.Name, AttachmentPt, silent); - - if (!Enabled) - return; - - try - { - ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); - - if (sp == null) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); - return; - } - - // If we can't take it, we can't attach it! - SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); - if (part == null) - return; - - if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) - { - remoteClient.SendAgentAlertMessage( - "You don't have sufficient permissions to attach this object", false); - - return; - } - - // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should - // be removed when that functionality is implemented in opensim - AttachmentPt &= 0x7f; - - // Calls attach with a Zero position - if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) - { - m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); - - // Save avatar attachment information - m_log.Debug( - "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId - + ", AttachmentPoint: " + AttachmentPt); - - } - } - catch (Exception e) - { - m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace); - } - } - public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) { lock (sp.AttachmentsSyncLock) @@ -320,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments UUID oldAttachmentItemID = attachments[0].GetFromItemID(); if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInv(oldAttachmentItemID, sp); + DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID); else m_log.WarnFormat( "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", @@ -330,7 +253,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Add the new attachment to inventory if we don't already have it. UUID newAttachmentItemID = group.GetFromItemID(); if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); } @@ -339,58 +262,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } return true; - } - - private void RezMultipleAttachmentsFromInventory(IClientAPI remoteClient, List> rezlist) - { - if (!Enabled) - return; - - ScenePresence sp; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp)) - RezMultipleAttachmentsFromInventory(sp, rezlist); - else - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", - remoteClient.Name, remoteClient.AgentId); - return; - } - - public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) - { - if (!Enabled) - return; - -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); - lock (sp.AttachmentsSyncLock) - { - foreach (KeyValuePair rez in rezlist) - { - RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); - } - } - } - - private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) - { - if (!Enabled) - return null; - -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", -// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); - - ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); - - if (sp == null) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", - remoteClient.Name, remoteClient.AgentId); - return null; - } - - return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) @@ -435,159 +306,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); if (att == null) - DetachSingleAttachmentToInv(itemID, sp.ControllingClient); + DetachSingleAttachmentToInv(sp, itemID); return att; } - private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( - IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) - { - IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); - if (invAccess != null) - { - lock (sp.AttachmentsSyncLock) - { - SceneObjectGroup objatt; - - if (itemID != UUID.Zero) - objatt = invAccess.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = invAccess.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - - // m_log.DebugFormat( - // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", - // objatt.Name, remoteClient.Name, AttachmentPt); - - if (objatt != null) - { - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; - - // This will throw if the attachment fails - try - { - AttachObject(sp, objatt, attachmentPt, false); - } - catch (Exception e) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", - objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - - // Make sure the object doesn't stick around and bail - sp.RemoveAttachment(objatt); - m_scene.DeleteSceneObject(objatt, false); - return null; - } - - if (tainted) - objatt.HasGroupChanged = true; - - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); - - // Do this last so that event listeners have access to all the effects of the attachment - m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); - - return objatt; - } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - } - } - - return null; - } - - /// - /// Update the user inventory to reflect an attachment - /// - /// - /// - /// - /// - private void ShowAttachInUserInventory( - IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) - { -// m_log.DebugFormat( -// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", -// att.Name, sp.Name, AttachmentPt, itemID); - - if (UUID.Zero == itemID) - { - m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); - return; - } - - if (0 == AttachmentPt) - { - m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point."); - return; - } - - InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); - item = m_scene.InventoryService.GetItem(item); - bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - } - - public void DetachObject(uint objectLocalID, IClientAPI remoteClient) - { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name); - - SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); - if (group != null) - { - DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient); - } - } - - public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) + public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) { if (!Enabled) return; - ScenePresence presence; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) + // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + lock (sp.AttachmentsSyncLock) { - lock (presence.AttachmentsSyncLock) + foreach (KeyValuePair rez in rezlist) { - // Save avatar attachment information - m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - - bool changed = presence.Appearance.DetachAttachment(itemID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - - DetachSingleAttachmentToInv(itemID, presence); + RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); } } - } - - private void DetachSingleAttachmentToGround(uint soLocalId, IClientAPI remoteClient) - { - if (!Enabled) - return; - - ScenePresence sp; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp)) - DetachSingleAttachmentToGround(sp, soLocalId); } public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) @@ -617,27 +353,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { if (!m_scene.Permissions.CanRezObject( so.PrimCount, sp.UUID, sp.AbsolutePosition)) - return; - + return; + bool changed = sp.Appearance.DetachAttachment(inventoryID); if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - - sp.RemoveAttachment(so); - - SceneObjectPart rootPart = so.RootPart; - rootPart.FromItemID = UUID.Zero; - so.AbsolutePosition = sp.AbsolutePosition; - so.AttachedAvatar = UUID.Zero; - rootPart.SetParentLocalId(0); - so.ClearPartAttachmentData(); - rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); - so.HasGroupChanged = true; - rootPart.Rezzed = DateTime.Now; - rootPart.RemFlag(PrimFlags.TemporaryOnRez); - so.AttachToBackup(); - m_scene.EventManager.TriggerParcelPrimCountTainted(); - rootPart.ScheduleFullUpdate(); + m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); + + sp.RemoveAttachment(so); + + SceneObjectPart rootPart = so.RootPart; + rootPart.FromItemID = UUID.Zero; + so.AbsolutePosition = sp.AbsolutePosition; + so.AttachedAvatar = UUID.Zero; + rootPart.SetParentLocalId(0); + so.ClearPartAttachmentData(); + rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); + so.HasGroupChanged = true; + rootPart.Rezzed = DateTime.Now; + rootPart.RemFlag(PrimFlags.TemporaryOnRez); + so.AttachToBackup(); + m_scene.EventManager.TriggerParcelPrimCountTainted(); + rootPart.ScheduleFullUpdate(); rootPart.ClearUndoState(); List uuids = new List(); @@ -648,46 +384,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); } - - // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. - // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? - private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp) - { -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); - - if (itemID == UUID.Zero) // If this happened, someone made a mistake.... - return; - - // We can NOT use the dictionries here, as we are looking - // for an entity by the fromAssetID, which is NOT the prim UUID - EntityBase[] detachEntities = m_scene.GetEntities(); - SceneObjectGroup group; + public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) + { lock (sp.AttachmentsSyncLock) { - foreach (EntityBase entity in detachEntities) - { - if (entity is SceneObjectGroup) - { - group = (SceneObjectGroup)entity; - if (group.GetFromItemID() == itemID) - { - m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - sp.RemoveAttachment(group); - - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; + // Save avatar attachment information + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); - UpdateKnownItem(sp.ControllingClient, group); - m_scene.DeleteSceneObject(group, false); + bool changed = sp.Appearance.DetachAttachment(itemID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - return; - } - } - } + DetachSingleAttachmentToInvInternal(sp, itemID); } } @@ -709,7 +418,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments sog.AttachmentPoint = attachmentPoint; sog.HasGroupChanged = true; } - + + #endregion + + #region AttachmentModule private methods + + // This is public but is not part of the IAttachmentsModule interface. + // RegionCombiner module needs to poke at it to deliver client events. + // This breaks the encapsulation of the module and should get fixed somehow. + public void SubscribeToClientEvents(IClientAPI client) + { + client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv; + client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv; + client.OnObjectAttach += Client_OnObjectAttach; + client.OnObjectDetach += Client_OnObjectDetach; + client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv; + client.OnObjectDrop += Client_OnObjectDrop; + } + + // This is public but is not part of the IAttachmentsModule interface. + // RegionCombiner module needs to poke at it to deliver client events. + // This breaks the encapsulation of the module and should get fixed somehow. + public void UnsubscribeFromClientEvents(IClientAPI client) + { + client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv; + client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv; + client.OnObjectAttach -= Client_OnObjectAttach; + client.OnObjectDetach -= Client_OnObjectDetach; + client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv; + client.OnObjectDrop -= Client_OnObjectDrop; + } + /// /// Update the attachment asset for the new sog details if they have changed. /// @@ -717,9 +456,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// - /// + /// /// - private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp) + private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp) { if (grp.HasGroupChanged || grp.ContainsScripts()) { @@ -729,7 +468,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId); + InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), sp.UUID); item = m_scene.InventoryService.GetItem(item); if (item != null) @@ -739,7 +478,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); + sp.UUID); m_scene.AssetService.Store(asset); item.AssetID = asset.FullID; @@ -751,8 +490,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! - if (remoteClient != null) - remoteClient.SendInventoryItemCreateUpdate(item, 0); + if (sp.ControllingClient != null) + sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); } } else @@ -761,8 +500,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", grp.UUID, grp.AttachmentPoint); } - } - + } + /// /// Attach this scene object to the given avatar. /// @@ -776,19 +515,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// private void AttachToAgent( - IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) + IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", -// so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); - + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", + // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); + so.DetachFromBackup(); // Remove from database and parcel prim count m_scene.DeleteFromStorage(so.UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); - so.AttachedAvatar = avatar.UUID; + so.AttachedAvatar = sp.UUID; if (so.RootPart.PhysActor != null) { @@ -799,10 +538,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.AbsolutePosition = attachOffset; so.RootPart.AttachedPos = attachOffset; so.IsAttachment = true; - so.RootPart.SetParentLocalId(avatar.LocalId); + so.RootPart.SetParentLocalId(sp.LocalId); so.AttachmentPoint = attachmentpoint; - avatar.AddAttachment(so); + sp.AddAttachment(so); if (!silent) { @@ -818,7 +557,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.IsSelected = false; // fudge.... so.ScheduleGroupForFullUpdate(); } - + // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); @@ -830,11 +569,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// The user inventory item created that holds the attachment. - private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp) + private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", -// grp.Name, grp.LocalId, remoteClient.Name); + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", + // grp.Name, grp.LocalId, remoteClient.Name); Vector3 inventoryStoredPosition = new Vector3 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) @@ -863,14 +602,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); + sp.UUID); m_scene.AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.CreatorId = grp.RootPart.CreatorID.ToString(); item.CreatorData = grp.RootPart.CreatorData; - item.Owner = remoteClient.AgentId; + item.Owner = sp.UUID; item.ID = UUID.Random(); item.AssetID = asset.FullID; item.Description = asset.Description; @@ -878,13 +617,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; - InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object); + InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); if (folder != null) item.Folder = folder.ID; else // oopsies item.Folder = UUID.Zero; - if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) + if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) { item.BasePermissions = grp.RootPart.NextOwnerMask; item.CurrentPermissions = grp.RootPart.NextOwnerMask; @@ -907,15 +646,290 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (m_scene.AddInventoryItem(item)) { - remoteClient.SendInventoryItemCreateUpdate(item, 0); + sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); } else { if (m_dialogModule != null) - m_dialogModule.SendAlertToUser(remoteClient, "Operation failed"); + m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed"); } return item; } + + // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. + // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? + private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID) + { + // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + + if (itemID == UUID.Zero) // If this happened, someone made a mistake.... + return; + + // We can NOT use the dictionries here, as we are looking + // for an entity by the fromAssetID, which is NOT the prim UUID + EntityBase[] detachEntities = m_scene.GetEntities(); + SceneObjectGroup group; + + lock (sp.AttachmentsSyncLock) + { + foreach (EntityBase entity in detachEntities) + { + if (entity is SceneObjectGroup) + { + group = (SceneObjectGroup)entity; + if (group.GetFromItemID() == itemID) + { + m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); + sp.RemoveAttachment(group); + + // Prepare sog for storage + group.AttachedAvatar = UUID.Zero; + group.RootPart.SetParentLocalId(0); + group.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; + + UpdateKnownItem(sp, group); + m_scene.DeleteSceneObject(group, false); + + return; + } + } + } + } + } + + private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( + IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) + { + IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); + if (invAccess != null) + { + lock (sp.AttachmentsSyncLock) + { + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = invAccess.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = invAccess.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", + // objatt.Name, remoteClient.Name, AttachmentPt); + + if (objatt != null) + { + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; + + // This will throw if the attachment fails + try + { + AttachObject(sp, objatt, attachmentPt, false); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", + objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); + + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } + + if (tainted) + objatt.HasGroupChanged = true; + + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); + + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); + + return objatt; + } + else + { + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); + } + } + } + + return null; + } + + /// + /// Update the user inventory to reflect an attachment + /// + /// + /// + /// + /// + private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) + { + // m_log.DebugFormat( + // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", + // att.Name, sp.Name, AttachmentPt, itemID); + + if (UUID.Zero == itemID) + { + m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); + return; + } + + if (0 == AttachmentPt) + { + m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point."); + return; + } + + InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); + item = m_scene.InventoryService.GetItem(item); + bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); + } + + #endregion + + #region Client Event Handlers + + private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + { + if (!Enabled) + return null; + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", + // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", + remoteClient.Name, remoteClient.AgentId); + return null; + } + + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); + } + + private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List> rezlist) + { + if (!Enabled) + return; + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + RezMultipleAttachmentsFromInventory(sp, rezlist); + else + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", + remoteClient.Name, remoteClient.AgentId); + } + + private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) + { + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", + // objectLocalID, remoteClient.Name, AttachmentPt, silent); + + if (!Enabled) + return; + + try + { + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); + return; + } + + // If we can't take it, we can't attach it! + SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); + if (part == null) + return; + + if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) + { + remoteClient.SendAgentAlertMessage( + "You don't have sufficient permissions to attach this object", false); + + return; + } + + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + AttachmentPt &= 0x7f; + + // Calls attach with a Zero position + if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) + { + m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); + + // Save avatar attachment information + m_log.Debug( + "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + + ", AttachmentPoint: " + AttachmentPt); + + } + } + catch (Exception e) + { + m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace); + } + } + + private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient) + { + if (!Enabled) + return; + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); + if (sp != null && group != null) + DetachSingleAttachmentToInv(sp, group.GetFromItemID()); + } + + private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) + { + if (!Enabled) + return; + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + DetachSingleAttachmentToInv(sp, itemID); + } + + private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient) + { + if (!Enabled) + return; + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + DetachSingleAttachmentToGround(sp, soLocalId); + } + + #endregion } } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 832c6eb..86cfb32 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests m_attMod.RezSingleAttachmentFromInventory( m_presence, attItemId, (uint)AttachmentPoint.Chest); - m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient); + m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId); // Check status on scene presence Assert.That(m_presence.HasAttachments(), Is.False); diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 1a0423f..e668dae 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -28,7 +28,6 @@ using System; using System.Collections.Generic; using OpenMetaverse; -using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; @@ -40,6 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces /// RezAttachments. This should only be called upon login on the first region. /// Attachment rezzings on crossings and TPs are done in a different way. /// + /// void RezAttachments(IScenePresence sp); /// @@ -50,17 +50,16 @@ namespace OpenSim.Region.Framework.Interfaces /// /// Delete all the presence's attachments from the scene - /// - /// /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross). - /// + /// + /// /// void DeleteAttachmentsFromScene(IScenePresence sp, bool silent); /// /// Attach an object to an avatar /// - /// + /// /// /// /// @@ -80,34 +79,22 @@ namespace OpenSim.Region.Framework.Interfaces /// Rez multiple attachments from a user's inventory /// /// - /// - /// + /// void RezMultipleAttachmentsFromInventory(IScenePresence sp,List> rezlist); - - /// - /// Detach an object from the avatar. - /// - /// - /// This method is called in response to a client's detach request, so we only update the information in - /// inventory - /// - /// - /// - void DetachObject(uint objectLocalID, IClientAPI remoteClient); /// /// Detach the given item to the ground. /// - /// + /// /// void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); /// /// Detach the given item so that it remains in the user's inventory. /// - /// /param> - /// - void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient); + /// /param> + /// + void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); /// /// Update the position of an attachment. diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 04762be..42e09fc 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3023,7 +3023,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; if (attachmentsModule != null) - attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient); + attachmentsModule.DetachSingleAttachmentToInv(presence, itemID); } public void llTakeCamera(string avatar) -- cgit v1.1 From f1986d54bb3569e6b075b2125e860f31842a60cc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 4 Oct 2011 22:48:28 +0100 Subject: Clarify explanation of DeleteScriptsOnStartup switch in [XEngine]. --- bin/OpenSim.ini.example | 10 +++++----- bin/OpenSimDefaults.ini | 7 +++---- 2 files changed, 8 insertions(+), 9 deletions(-) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index c3d3216..40612e9 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -223,11 +223,11 @@ ;; server to send mail through. ; emailmodule = DefaultEmailModule - ; Controls whether previously compiled scripts are deleted on sim restart. If you disable this - ; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the - ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used - ; by scripts have changed. - ; Default is false + ;# {DeleteScriptsOnRestart} {} {Delete compiled script DLLs on restart?} (true false) true + ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false + ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the + ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used + ;; by scripts have changed. ; DeleteScriptsOnStartup = true diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index cd69e2a..c4f5592 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1194,12 +1194,11 @@ ;; Path to script assemblies ; ScriptEnginesPath = "ScriptEngines" - ; Controls whether previously compiled scripts are deleted on sim restart. If you disable this - ; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the + ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false + ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used ; by scripts have changed. - ; Default is false - ; DeleteScriptsOnStartup = true + ; DeleteScriptsOnStartup = false [OpenGridProtocol] -- cgit v1.1