/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Xml; using log4net; using Mono.Addins; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; 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; private IInventoryAccessModule m_invAccessModule; /// /// Are attachments enabled? /// public bool Enabled { get; private set; } public string Name { get { return "Attachments Module"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) { IConfig config = source.Configs["Attachments"]; if (config != null) Enabled = config.GetBoolean("Enabled", true); else Enabled = true; } public void AddRegion(Scene scene) { m_scene = scene; m_scene.RegisterModuleInterface(this); if (Enabled) m_scene.EventManager.OnNewClient += SubscribeToClientEvents; // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } public void RemoveRegion(Scene scene) { m_scene.UnregisterModuleInterface(this); if (Enabled) m_scene.EventManager.OnNewClient -= SubscribeToClientEvents; } public void RegionLoaded(Scene scene) { m_invAccessModule = m_scene.RequestModuleInterface(); } public void Close() { RemoveRegion(m_scene); } #endregion #region IAttachmentsModule /// /// RezAttachments. This should only be called upon login on the first region. /// Attachment rezzings on crossings and TPs are done in a different way. /// public void RezAttachments(IScenePresence sp) { if (!Enabled) return; if (null == sp.Appearance) { m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID); return; } // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); XmlDocument doc = new XmlDocument(); string stateData = String.Empty; IAttachmentsService attServ = m_scene.RequestModuleInterface(); if (attServ != null) { m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service"); stateData = attServ.Get(sp.UUID.ToString()); if (stateData != String.Empty) { try { doc.LoadXml(stateData); } catch { } } } Dictionary itemData = new Dictionary(); XmlNodeList nodes = doc.GetElementsByTagName("Attachment"); if (nodes.Count > 0) { foreach (XmlNode n in nodes) { XmlElement elem = (XmlElement)n; string itemID = elem.GetAttribute("ItemID"); string xml = elem.InnerXml; itemData[new UUID(itemID)] = xml; } } List attachments = sp.Appearance.GetAttachments(); foreach (AvatarAttachment attach in attachments) { uint p = (uint)attach.AttachPoint; // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}", // attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName); // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down // But they're not used anyway, the item is being looked up for now, so let's proceed. //if (UUID.Zero == assetID) //{ // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID); // continue; //} try { string xmlData; XmlDocument d = null; UUID asset; if (itemData.TryGetValue(attach.ItemID, out xmlData)) { d = new XmlDocument(); d.LoadXml(xmlData); m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID); } // If we're an NPC then skip all the item checks and manipulations since we don't have an // inventory right now. if (sp.PresenceType == PresenceType.Npc) RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null); else RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d); } catch (Exception e) { UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId; m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}", attach.ItemID, attach.AssetID, p, agentId, e.Message, e.StackTrace); } } } public void SaveChangedAttachments(IScenePresence sp, bool saveAllScripted) { // m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); if (!Enabled) return; foreach (SceneObjectGroup grp in sp.GetAttachments()) { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; UpdateKnownItem(sp, grp, saveAllScripted); grp.IsAttachment = true; } } public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", // m_scene.RegionInfo.RegionName, sp.Name, silent); if (!Enabled) return; foreach (SceneObjectGroup sop in sp.GetAttachments()) { sop.Scene.DeleteSceneObject(sop, silent); } sp.ClearAttachments(); } public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData) { lock (sp.AttachmentsSyncLock) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // group.Name, group.LocalId, sp.Name, attachmentPt, silent); if (sp.GetAttachments(attachmentPt).Contains(group)) { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", // group.Name, group.LocalId, sp.Name, AttachmentPt); return false; } Vector3 attachPos = group.AbsolutePosition; // 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; // If the attachment point isn't the same as the one previously used // set it's offset position = 0 so that it appears on the attachment point // and not in a weird location somewhere unknown. if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) { attachPos = Vector3.Zero; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (attachmentPt == 0) { // Check object for stored attachment point attachmentPt = group.AttachmentPoint; } // if we still didn't find a suitable attachment point....... if (attachmentPt == 0) { // Stick it on left hand with Zero Offset from the attachment point. attachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } if (useAttachData) { group.RootPart.RotationOffset = group.RootPart.AttachRotation; attachPos = group.RootPart.AttachOffset; if (attachmentPt == 0) { attachmentPt = group.RootPart.AttachPoint; if (attachmentPt == 0) { attachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } } else if (group.RootPart.AttachPoint != attachmentPt) { attachPos = Vector3.Zero; } } group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; // We also don't want to do any of the inventory operations for an NPC. if (sp.PresenceType != PresenceType.Npc) { // Remove any previous attachments List attachments = sp.GetAttachments(attachmentPt); // At the moment we can only deal with a single attachment if (attachments.Count != 0) { UUID oldAttachmentItemID = attachments[0].FromItemID; if (oldAttachmentItemID != UUID.Zero) 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!", attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); } // Add the new attachment to inventory if we don't already have it. UUID newAttachmentItemID = group.FromItemID; if (newAttachmentItemID == UUID.Zero) newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); } AttachToAgent(sp, group, attachmentPt, attachPos, silent); } return true; } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) { return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc) { if (!Enabled) return null; // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", // (AttachmentPoint)AttachmentPt, itemID, sp.Name); // 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; // Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such). // This often happens during login - not sure the exact reason. // For now, we will ignore the request. Unfortunately, this means that we need to dig through all the // ScenePresence attachments. We can't use the data in AvatarAppearance because that's present at login // before anything has actually been attached. bool alreadyOn = false; List existingAttachments = sp.GetAttachments(); foreach (SceneObjectGroup so in existingAttachments) { if (so.FromItemID == itemID) { alreadyOn = true; break; } } // if (sp.Appearance.GetAttachmentForItem(itemID) != null) if (alreadyOn) { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", // sp.Name, itemID, AttachmentPt); return null; } SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc); if (att == null) DetachSingleAttachmentToInv(sp, itemID); return att; } 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); } } } public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) { if (!Enabled) return; // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", // sp.UUID, soLocalId); SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); if (so == null) return; if (so.AttachedAvatar != sp.UUID) return; UUID inventoryID = so.FromItemID; // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", // so.Name, so.LocalId, inventoryID); lock (sp.AttachmentsSyncLock) { if (!m_scene.Permissions.CanRezObject( so.PrimCount, sp.UUID, sp.AbsolutePosition)) return; bool changed = sp.Appearance.DetachAttachment(inventoryID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); sp.RemoveAttachment(so); so.FromItemID = UUID.Zero; SceneObjectPart rootPart = so.RootPart; so.AbsolutePosition = sp.AbsolutePosition; so.AttachedAvatar = UUID.Zero; rootPart.SetParentLocalId(0); so.ClearPartAttachmentData(); rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false); 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(); uuids.Add(inventoryID); m_scene.InventoryService.DeleteItems(sp.UUID, uuids); sp.ControllingClient.SendRemoveInventoryItem(inventoryID); } m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); } public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) { lock (sp.AttachmentsSyncLock) { // Save avatar attachment information // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); bool changed = sp.Appearance.DetachAttachment(itemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); DetachSingleAttachmentToInvInternal(sp, itemID); } } public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) { if (!Enabled) return; // First we save the // attachment point information, then we update the relative // positioning. Then we have to mark the object as NOT an // attachment. This is necessary in order to correctly save // and retrieve GroupPosition information for the attachment. // Finally, we restore the object's attachment status. uint attachmentPoint = sog.AttachmentPoint; sog.UpdateGroupPosition(pos); sog.IsAttachment = false; sog.AbsolutePosition = sog.RootPart.AttachedPos; 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. /// /// /// 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(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted) { // Saving attachments for NPCs messes them up for the real owner! INPCModule module = m_scene.RequestModuleInterface(); if (module != null) { if (module.IsNPC(sp.UUID, m_scene)) return; } if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts())) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", // grp.UUID, grp.AttachmentPoint); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID); item = m_scene.InventoryService.GetItem(item); if (item != null) { AssetBase asset = m_scene.CreateAsset( grp.GetPartName(grp.LocalId), grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), sp.UUID); m_scene.AssetService.Store(asset); item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; m_scene.InventoryService.UpdateItem(item); // this gets called when the agent logs off! if (sp.ControllingClient != null) sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); } grp.HasGroupChanged = false; // Prevent it being saved over and over } // else // { // m_log.DebugFormat( // "[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. /// /// /// This isn't publicly available since attachments should always perform the corresponding inventory /// operation (to show the attach in user inventory and update the asset with positional information). /// /// /// /// /// /// private void AttachToAgent( 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, sp.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 = sp.UUID; if (so.RootPart.PhysActor != null) so.RootPart.RemoveFromPhysics(); so.AbsolutePosition = attachOffset; so.RootPart.AttachedPos = attachOffset; so.IsAttachment = true; so.RootPart.SetParentLocalId(sp.LocalId); so.AttachmentPoint = attachmentpoint; sp.AddAttachment(so); if (!silent) { // Killing it here will cause the client to deselect it // It then reappears on the avatar, deselected // through the full update below // if (so.IsSelected) { m_scene.SendKillObject(new List { so.RootPart.LocalId }); } 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); } /// /// Add a scene object as a new attachment in the user inventory. /// /// /// /// The user inventory item created that holds the attachment. private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp) { if (m_invAccessModule == null) return null; // 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) // ? (float)Constants.RegionSize - 6 // : grp.AbsolutePosition.X) // , // (grp.AbsolutePosition.Y > (int)Constants.RegionSize) // ? (float)Constants.RegionSize - 6 // : grp.AbsolutePosition.Y, // grp.AbsolutePosition.Z); // // Vector3 originalPosition = grp.AbsolutePosition; // // grp.AbsolutePosition = inventoryStoredPosition; // If we're being called from a script, then trying to serialize that same script's state will not complete // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if // the client/server crashes rather than logging out normally, the attachment's scripts will resume // without state on relog. Arguably, this is what we want anyway. string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); // grp.AbsolutePosition = originalPosition; AssetBase asset = m_scene.CreateAsset( grp.GetPartName(grp.LocalId), grp.GetPartDescription(grp.LocalId), (sbyte)AssetType.Object, Utils.StringToBytes(sceneObjectXml), sp.UUID); m_scene.AssetService.Store(asset); InventoryItemBase item = new InventoryItemBase(); item.CreatorId = grp.RootPart.CreatorID.ToString(); item.CreatorData = grp.RootPart.CreatorData; item.Owner = sp.UUID; item.ID = UUID.Random(); item.AssetID = asset.FullID; item.Description = asset.Description; item.Name = asset.Name; item.AssetType = asset.Type; item.InvType = (int)InventoryType.Object; InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); if (folder != null) item.Folder = folder.ID; else // oopsies item.Folder = UUID.Zero; // Nix the special bits we used to use for slam and the folded perms uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move); if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) { item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask; item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask; item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask; item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask; item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask; } else { item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask; item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask; item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask; item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask; item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask; } item.CreationDate = Util.UnixTimeSinceEpoch(); // sets itemID so client can show item as 'attached' in inventory grp.FromItemID = item.ID; 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.FromItemID == 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, true); m_scene.DeleteSceneObject(group, false); return; } } } } } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc) { if (m_invAccessModule == null) return null; lock (sp.AttachmentsSyncLock) { SceneObjectGroup objatt; if (itemID != UUID.Zero) objatt = m_invAccessModule.RezObject(sp.ControllingClient, itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, false, false, sp.UUID, true); else objatt = m_invAccessModule.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, 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; if (doc != null) { objatt.LoadScriptState(doc); objatt.ResetOwnerChangeFlag(); } // 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, true)) { // m_log.Debug( // "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId // + ", AttachmentPoint: " + AttachmentPt); // Save avatar attachment information m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId); } } 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.FromItemID); } 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 } }