/* * 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.IO; using System.Threading; 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); public int DebugLevel { get; set; } /// <summary> /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes /// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously. /// </summary> /// <remarks> /// A value of 0 will apply no pause. The pause is specified in milliseconds. /// </remarks> public int ThrottlePer100PrimsRezzed { get; set; } private Scene m_scene; private IInventoryAccessModule m_invAccessModule; /// <summary> /// Are attachments enabled? /// </summary> 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); ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0); } else { Enabled = true; } } public void AddRegion(Scene scene) { m_scene = scene; if (Enabled) { // Only register module with scene if it is enabled. All callers check for a null attachments module. // Ideally, there should be a null attachments module for when this core attachments module has been // disabled. Registering only when enabled allows for other attachments module implementations. m_scene.RegisterModuleInterface<IAttachmentsModule>(this); m_scene.EventManager.OnNewClient += SubscribeToClientEvents; m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true); m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false); MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug attachments log", "debug attachments log [0|1]", "Turn on attachments debug logging", " <= 0 - turns off debug logging\n" + " >= 1 - turns on attachment message debug logging", HandleDebugAttachmentsLog); MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug attachments throttle", "debug attachments throttle <ms>", "Turn on attachments throttling.", "This requires a millisecond value. " + " == 0 - disable throttling.\n" + " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.", HandleDebugAttachmentsThrottle); MainConsole.Instance.Commands.AddCommand( "Debug", false, "debug attachments status", "debug attachments status", "Show current attachments debug status", HandleDebugAttachmentsStatus); } // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } private void HandleDebugAttachmentsLog(string module, string[] args) { int debugLevel; if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel))) { MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]"); } else { DebugLevel = debugLevel; MainConsole.Instance.OutputFormat( "Set event queue debug level to {0} in {1}", DebugLevel, m_scene.Name); } } private void HandleDebugAttachmentsThrottle(string module, string[] args) { int ms; if (args.Length == 4 && int.TryParse(args[3], out ms)) { ThrottlePer100PrimsRezzed = ms; MainConsole.Instance.OutputFormat( "Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name); return; } MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>"); } private void HandleDebugAttachmentsStatus(string module, string[] args) { MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name); MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel); MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed); } /// <summary> /// Listen for client triggered running state changes so that we can persist the script's object if necessary. /// </summary> /// <param name='localID'></param> /// <param name='itemID'></param> private void HandleScriptStateChange(uint localID, bool started) { SceneObjectGroup sog = m_scene.GetGroupByPrim(localID); if (sog != null && sog.IsAttachment) { if (!started) { // FIXME: This is a convoluted way for working out whether the script state has changed to stop // because it has been manually stopped or because the stop was called in UpdateDetachedObject() below // This needs to be handled in a less tangled way. ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar); if (sp.ControllingClient.IsActive) sog.HasGroupChanged = true; } else { sog.HasGroupChanged = true; } } } public void RemoveRegion(Scene scene) { m_scene.UnregisterModuleInterface<IAttachmentsModule>(this); if (Enabled) m_scene.EventManager.OnNewClient -= SubscribeToClientEvents; } public void RegionLoaded(Scene scene) { m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>(); } public void Close() { RemoveRegion(m_scene); } #endregion #region IAttachmentsModule public void CopyAttachments(IScenePresence sp, AgentData ad) { lock (sp.AttachmentsSyncLock) { // Attachment objects List<SceneObjectGroup> attachments = sp.GetAttachments(); if (attachments.Count > 0) { ad.AttachmentObjects = new List<ISceneObject>(); ad.AttachmentObjectStates = new List<string>(); // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>(); sp.InTransitScriptStates.Clear(); foreach (SceneObjectGroup sog in attachments) { // We need to make a copy and pass that copy // because of transfers withn the same sim ISceneObject clone = sog.CloneForNewScene(); // Attachment module assumes that GroupPosition holds the offsets...! ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; ((SceneObjectGroup)clone).IsAttachment = false; ad.AttachmentObjects.Add(clone); string state = sog.GetStateSnapshot(); ad.AttachmentObjectStates.Add(state); sp.InTransitScriptStates.Add(state); // Let's remove the scripts of the original object here sog.RemoveScriptInstances(true); } } } } public void CopyAttachments(AgentData ad, IScenePresence sp) { if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0) { lock (sp.AttachmentsSyncLock) sp.ClearAttachments(); int i = 0; foreach (ISceneObject so in ad.AttachmentObjects) { ((SceneObjectGroup)so).LocalId = 0; ((SceneObjectGroup)so).RootPart.ClearUpdateSchedule(); so.SetState(ad.AttachmentObjectStates[i++], m_scene); m_scene.IncomingCreateObject(Vector3.Zero, so); } } } 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; } if (sp.GetAttachments().Count > 0) { if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments", m_scene.Name, sp.Name); return; } if (DebugLevel > 0) m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name); XmlDocument doc = new XmlDocument(); string stateData = String.Empty; IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>(); 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<UUID, string> itemData = new Dictionary<UUID, string>(); 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<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); foreach (AvatarAttachment attach in attachments) { uint attachmentPt = (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. RezSingleAttachmentFromInventoryInternal( sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true, d); } catch (Exception e) { UUID agentId = (sp.ControllingClient == null) ? default(UUID) : 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, attachmentPt, agentId, e.Message, e.StackTrace); } } } public void DeRezAttachments(IScenePresence sp) { if (!Enabled) return; if (DebugLevel > 0) m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); List<SceneObjectGroup> attachments = sp.GetAttachments(); if (attachments.Count <= 0) return; Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>(); foreach (SceneObjectGroup so in attachments) { // Scripts MUST be snapshotted before the object is // removed from the scene because doing otherwise will // clobber the run flag // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from // scripts performing attachment operations at the same time. Getting object states stops the scripts. scriptStates[so] = PrepareScriptInstanceForSave(so, false); } lock (sp.AttachmentsSyncLock) { foreach (SceneObjectGroup so in attachments) UpdateDetachedObject(sp, so, scriptStates[so]); sp.ClearAttachments(); } } public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent) { if (!Enabled) return; if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}", m_scene.RegionInfo.RegionName, sp.Name, silent); 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, bool addToInventory, bool append) { if (!Enabled) return false; return AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, addToInventory, false, append); } /// <summary> /// Internal method which actually does all the work for attaching an object. /// </summary> /// <returns>The object attached.</returns> /// <param name='sp'></param> /// <param name='group'>The object to attach.</param> /// <param name='attachmentPt'></param> /// <param name='silent'></param> /// <param name='addToInventory'>If true then add object to user inventory.</param> /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param> private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool addToInventory, bool resumeScripts, bool append) { // 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().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; } if (group.GetSittingAvatarsCount() != 0) { if (DebugLevel > 0) m_log.WarnFormat( "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); 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 != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint) { attachPos = Vector3.Zero; } // if the attachment point is the same as previous, make sure we get the saved // position info. if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint) { attachPos = group.RootPart.AttachedPos; } // AttachmentPt 0 means the client chose to 'wear' the attachment. if (attachmentPt == (uint)AttachmentPoint.Default) { // Check object for stored attachment point attachmentPt = group.AttachmentPoint; } // if we didn't find an attach point, look for where it was last attached if (attachmentPt == 0) { attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint; attachPos = group.RootPart.AttachedPos; group.HasGroupChanged = true; } // 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; } List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); if (attachments.Contains(group)) { if (DebugLevel > 0) 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; } // If we already have 5, remove the oldest until only 4 are left. Skip over temp ones while (attachments.Count >= 5) { if (attachments[0].FromItemID != UUID.Zero) DetachSingleAttachmentToInv(sp, attachments[0]); attachments.RemoveAt(0); } // If we're not appending, remove the rest as well if (attachments.Count != 0 && !append) { foreach (SceneObjectGroup g in attachments) { if (g.FromItemID != UUID.Zero) DetachSingleAttachmentToInv(sp, g); } } lock (sp.AttachmentsSyncLock) { group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; if (addToInventory && sp.PresenceType != PresenceType.Npc) UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append); AttachToAgent(sp, group, attachmentPt, attachPos, silent); if (resumeScripts) { // Fire after attach, so we don't get messy perms dialogs // 4 == AttachedRez group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); group.ResumeScripts(); } // Do this last so that event listeners have access to all the effects of the attachment m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); } return true; } private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool append) { // 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, append); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) { return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc) { if (!Enabled) return null; if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); // We check the attachments in the avatar appearance here rather than the objects attached to the // ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are // already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done // because pre-outfit folder viewers (most version 1 viewers) require it. bool alreadyOn = false; List<AvatarAttachment> existingAttachments = sp.Appearance.GetAttachments(); foreach (AvatarAttachment existingAttachment in existingAttachments) { if (existingAttachment.ItemID == itemID) { alreadyOn = true; break; } } if (alreadyOn) { if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn", sp.Name, itemID, AttachmentPt); return null; } bool append = (AttachmentPt & 0x80) != 0; AttachmentPt &= 0x7f; return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append, doc); } public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) { if (!Enabled) return; if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}", rezlist.Count, sp.Name, m_scene.Name); foreach (KeyValuePair<UUID, uint> rez in rezlist) { RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); } } public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) { DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity); } public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot) { if (!Enabled) return; if (DebugLevel > 0) 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; // As per Linden spec, drop is disabled for temp attachs if (inventoryID == UUID.Zero) return; if (DebugLevel > 0) 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 = false; if (inventoryID != UUID.Zero) changed = sp.Appearance.DetachAttachment(inventoryID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint; sp.RemoveAttachment(so); so.FromItemID = UUID.Zero; SceneObjectPart rootPart = so.RootPart; so.AbsolutePosition = absolutePos; if (absoluteRot != Quaternion.Identity) { so.UpdateGroupRotationR(absoluteRot); } 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<UUID> uuids = new List<UUID>(); 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, SceneObjectGroup so) { if (so.AttachedAvatar != sp.UUID) { m_log.WarnFormat( "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); return; } if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}", so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name); // Scripts MUST be snapshotted before the object is // removed from the scene because doing otherwise will // clobber the run flag // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from // scripts performing attachment operations at the same time. Getting object states stops the scripts. string scriptedState = PrepareScriptInstanceForSave(so, true); lock (sp.AttachmentsSyncLock) { // Save avatar attachment information // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); bool changed = sp.Appearance.DetachAttachment(so.FromItemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); sp.RemoveAttachment(so); UpdateDetachedObject(sp, so, scriptedState); } } public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) { if (!Enabled) return; sog.UpdateGroupPosition(pos); 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; } /// <summary> /// Update the attachment asset for the new sog details if they have changed. /// </summary> /// <remarks> /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// these details are not stored on the region. /// </remarks> /// <param name="sp"></param> /// <param name="grp"></param> /// <param name="saveAllScripted"></param> private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState) { if (grp.FromItemID == UUID.Zero) { // We can't save temp attachments grp.HasGroupChanged = false; return; } // Saving attachments for NPCs messes them up for the real owner! INPCModule module = m_scene.RequestModuleInterface<INPCModule>(); if (module != null) { if (module.IsNPC(sp.UUID, m_scene)) return; } if (grp.HasGroupChanged) { m_log.DebugFormat( "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", grp.UUID, grp.AttachmentPoint); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState); 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); // If the name of the object has been changed whilst attached then we want to update the inventory // item in the viewer. if (sp.ControllingClient != null) sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); } grp.HasGroupChanged = false; // Prevent it being saved over and over } else if (DebugLevel > 0) { m_log.DebugFormat( "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", grp.UUID, grp.AttachmentPoint); } } /// <summary> /// Attach this scene object to the given avatar. /// </summary> /// <remarks> /// 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). /// </remarks> /// <param name="sp"></param> /// <param name="so"></param> /// <param name="attachmentpoint"></param> /// <param name="attachOffset"></param> /// <param name="silent"></param> private void AttachToAgent( IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) { if (DebugLevel > 0) 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) { if (so.HasPrivateAttachmentPoint) { if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", so.Name, sp.Name, so.AttachmentPoint); // As this scene object can now only be seen by the attaching avatar, tell everybody else in the // scene that it's no longer in their awareness. m_scene.ForEachClient( client => { if (client.AgentId != so.AttachedAvatar) client.SendKillObject(new List<uint>() { so.LocalId }); }); } // Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update // will succeed, as that will not update if an attachment is selected. 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); } /// <summary> /// Add a scene object as a new attachment in the user inventory. /// </summary> /// <param name="remoteClient"></param> /// <param name="grp"></param> /// <returns>The user inventory item created that holds the attachment.</returns> private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp) { if (m_invAccessModule == null) return null; if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", grp.Name, grp.LocalId, sp.Name); InventoryItemBase newItem = m_invAccessModule.CopyToInventory( DeRezAction.TakeCopy, m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID, new List<SceneObjectGroup> { grp }, sp.ControllingClient, true)[0]; // sets itemID so client can show item as 'attached' in inventory grp.FromItemID = newItem.ID; return newItem; } /// <summary> /// Prepares the script instance for save. /// </summary> /// <remarks> /// This involves triggering the detach event and getting the script state (which also stops the script) /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a /// running script is performing attachment operations. /// </remarks> /// <returns> /// The script state ready for persistence. /// </returns> /// <param name='grp'> /// </param> /// <param name='fireDetachEvent'> /// If true, then fire the script event before we save its state. /// </param> private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent) { if (fireDetachEvent) m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero); using (StringWriter sw = new StringWriter()) { using (XmlTextWriter writer = new XmlTextWriter(sw)) { grp.SaveScriptedState(writer); } return sw.ToString(); } } private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState) { // Don't save attachments for HG visitors, it // messes up their inventory. When a HG visitor logs // out on a foreign grid, their attachments will be // reloaded in the state they were in when they left // the home grid. This is best anyway as the visited // grid may use an incompatible script engine. bool saveChanged = sp.PresenceType != PresenceType.Npc && (m_scene.UserManagementModule == null || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); // Remove the object from the scene so no more updates // are sent. Doing this before the below changes will ensure // updates can't cause "HUD artefacts" m_scene.DeleteSceneObject(so, false, false); // Prepare sog for storage so.AttachedAvatar = UUID.Zero; so.RootPart.SetParentLocalId(0); so.IsAttachment = false; if (saveChanged) { // We cannot use AbsolutePosition here because that would // attempt to cross the prim as it is detached so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; }); UpdateKnownItem(sp, so, scriptedState); } // Now, remove the scripts so.RemoveScriptInstances(true); } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append, XmlDocument doc) { if (m_invAccessModule == null) return null; 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); if (objatt == null) { m_log.WarnFormat( "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", itemID, sp.Name, attachmentPt); return null; } if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}", objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); // 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; // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal // course of events. If not, then it's probably not worth trying to recover the situation // since this is more likely to trigger further exceptions and confuse later debugging. If // exceptions can be thrown in expected error conditions (not NREs) then make this consistent // since other normal error conditions will simply return false instead. // This will throw if the attachment fails try { if (doc != null) { objatt.LoadScriptState(doc); objatt.ResetOwnerChangeFlag(); } AttachObjectInternal(sp, objatt, attachmentPt, false, true, true, true, append); } 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 (ThrottlePer100PrimsRezzed > 0) { int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed); if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}", throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name); Thread.Sleep(throttleMs); } return objatt; } /// <summary> /// Update the user inventory to reflect an attachment /// </summary> /// <param name="sp"></param> /// <param name="AttachmentPt"></param> /// <param name="itemID"></param> /// <param name="att"></param> private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att, bool append) { // 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); if (item == null) return; int attFlag = append ? 0x80 : 0; bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) { if (DebugLevel > 0) m_log.DebugFormat( "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()", sp.Name, att.Name, AttachmentPt); 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; if (DebugLevel > 0) 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<KeyValuePair<UUID, uint>> 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) { if (DebugLevel > 0) 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; } bool append = (AttachmentPt & 0x80) != 0; AttachmentPt &= 0x7f; // Calls attach with a Zero position if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false, true, append)) { if (DebugLevel > 0) 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 && group.FromItemID != UUID.Zero) DetachSingleAttachmentToInv(sp, group); } private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) { if (!Enabled) return; ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp != null) { List<SceneObjectGroup> attachments = sp.GetAttachments(); foreach (SceneObjectGroup group in attachments) { if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) { DetachSingleAttachmentToInv(sp, group); return; } } } } 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 } }