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