aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
blob: 31eb319eb39d61595feffbeea2a7e051bae66029 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
/*
 * 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;

namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
    public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        protected Scene m_scene = null;
        
        public string Name { get { return "Attachments Module"; } }
        public Type ReplaceableInterface { get { return null; } }

        public void Initialise(IConfigSource source) {}
        
        public void AddRegion(Scene scene)
        {
            m_scene = scene;
            m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
            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<IAttachmentsModule>(this);
            m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
        }
        
        public void RegionLoaded(Scene scene) {}
        
        public void Close() 
        {
            RemoveRegion(m_scene);
        }
        
        public void SubscribeToClientEvents(IClientAPI client)
        {
            client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory;
            client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory;
            client.OnObjectAttach += AttachObject;
            client.OnObjectDetach += DetachObject;
            client.OnDetachAttachmentIntoInv += ShowDetachInUserInventory;
        }
        
        public void UnsubscribeFromClientEvents(IClientAPI client)
        {
            client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory;
            client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory;
            client.OnObjectAttach -= AttachObject;
            client.OnObjectDetach -= DetachObject;
            client.OnDetachAttachmentIntoInv -= ShowDetachInUserInventory;
        }
        
        /// <summary>
        /// Called by client
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="objectLocalID"></param>
        /// <param name="AttachmentPt"></param>
        /// <param name="silent"></param>
        public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
        {
            m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject");

            try
            {
                // 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))
                    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(remoteClient, part.ParentGroup, AttachmentPt, false))
                {
                    m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);

                    // Save avatar attachment information
                    m_log.Info(
                        "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
                        + ", AttachmentPoint: " + AttachmentPt);

                    if (m_scene.AvatarFactory != null)
                        m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
                }
            }
            catch (Exception e)
            {
                m_log.DebugFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}", e);
            }
        }
        
        public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent)
        {
            Vector3 attachPos = group.AbsolutePosition;

            if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
            {
                // 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 != (uint)group.GetAttachmentPoint())
                {
                    attachPos = Vector3.Zero;
                }

                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (uint)group.GetAttachmentPoint();
                }

                // 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;
                }

                group.SetAttachmentPoint((byte)AttachmentPt);
                group.AbsolutePosition = attachPos;

                // Remove any previous attachments
                ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
                UUID itemID = UUID.Zero;
                if (sp != null)
                {
                    foreach(SceneObjectGroup grp in sp.Attachments)
                    {
                        if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                        {
                            itemID = grp.GetFromItemID();
                            break;
                        }
                    }
                    if (itemID != UUID.Zero)
                        DetachSingleAttachmentToInv(itemID, remoteClient);
                }

                if (group.GetFromItemID() == UUID.Zero)
                {
                    m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID);
                }
                else
                {
                    itemID = group.GetFromItemID();
                }

                ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);

                AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
            }
            else
            {
                remoteClient.SendAgentAlertMessage(
                    "You don't have sufficient permissions to attach this object", false);
                
                return false;
            }

            return true;
        }

        public void RezMultipleAttachmentsFromInventory(
            IClientAPI remoteClient, 
            RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
            RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects)
        {
            foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects)
            {
                RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt);
            }
        }
        
        public UUID RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
        {
            return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true);
        }

        public UUID RezSingleAttachmentFromInventory(
            IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus)
        {
            return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
        }

        public UUID RezSingleAttachmentFromInventory(
            IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
        {
            // 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;

            SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt, doc);

            if (updateInventoryStatus)
            {
                if (att == null)
                    ShowDetachInUserInventory(itemID, remoteClient);
                else
                    ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt);
            }

            if (null == att)
                return UUID.Zero;
            else
                return att.UUID;
        }

        protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
            IClientAPI remoteClient, UUID itemID, uint AttachmentPt, XmlDocument doc)
        {
            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
            if (invAccess != null)
            {
                SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
                    itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
                    false, false, remoteClient.AgentId, 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)
                {
                    bool tainted = false;
                    if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
                        tainted = true;

                    // This will throw if the attachment fails
                    try
                    {
                        AttachObject(remoteClient, objatt, AttachmentPt, false);
                    }
                    catch
                    {
                        // Make sure the object doesn't stick around and bail
                        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, remoteClient.AgentId);
                }
                else
                {
                    m_log.WarnFormat(
                        "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", 
                        itemID, remoteClient.Name, AttachmentPt);
                }
                
                return objatt;
            }
            
            return null;
        }
        
        /// <summary>
        /// Update the user inventory to the attachment of an item
        /// </summary>
        /// <param name="att"></param>
        /// <param name="remoteClient"></param>
        /// <param name="itemID"></param>
        /// <param name="AttachmentPt"></param>
        /// <returns></returns>
        protected UUID ShowAttachInUserInventory(
            SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
        {
//            m_log.DebugFormat(
//                "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})", 
//                remoteClient.Name, att.Name, itemID);
            
            if (!att.IsDeleted)
                AttachmentPt = att.RootPart.AttachmentPoint;

            ScenePresence presence;
            if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
            {
                InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
                if (m_scene.InventoryService != null)
                    item = m_scene.InventoryService.GetItem(item);

				if (presence.Appearance != null)
					presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /*att.UUID*/);
            }
            
            return att.UUID;
        }

        /// <summary>
        /// Update the user inventory to reflect an attachment
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="AttachmentPt"></param>
        /// <param name="itemID"></param>
        /// <param name="att"></param>
        protected void ShowAttachInUserInventory(
            IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
        {
//            m_log.DebugFormat(
//                "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", 
//                att.Name, remoteClient.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;
            }

            if (null == att.RootPart)
            {
                m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!");
                return;
            }

            ScenePresence presence;
            if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
            {
                // XXYY!!
                InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
                if (item == null)
                    m_log.Error("[ATTACHMENT]: item == null");
                if (m_scene == null)
                    m_log.Error("[ATTACHMENT]: m_scene == null");
                if (m_scene.InventoryService == null)
                    m_log.Error("[ATTACHMENT]: m_scene.InventoryService == null");
                item = m_scene.InventoryService.GetItem(item);
                presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */);

                if (m_scene.AvatarFactory != null)
                    m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
            }
        }

        public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
        {
            SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
            if (group != null)
            {
                //group.DetachToGround();
                ShowDetachInUserInventory(group.GetFromItemID(), remoteClient);
            }
        }
        
        public void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient)
        {
            ScenePresence presence;
            if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
            {
                presence.Appearance.DetachAttachment(itemID);

                // Save avatar attachment information
                m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
                if (m_scene.AvatarFactory != null)
                    m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
            }

            DetachSingleAttachmentToInv(itemID, remoteClient);
        }

        public void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient)
        {
            SceneObjectPart part = m_scene.GetSceneObjectPart(itemID);
            if (part == null || part.ParentGroup == null)
                return;

            if (part.ParentGroup.RootPart.AttachedAvatar != remoteClient.AgentId)
                return;

            UUID inventoryID = part.ParentGroup.GetFromItemID();

            ScenePresence presence;
            if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
            {
                if (!m_scene.Permissions.CanRezObject(
                    part.ParentGroup.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
                    return;

                presence.Appearance.DetachAttachment(itemID);

                if (m_scene.AvatarFactory != null)
                    m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);

                part.ParentGroup.DetachToGround();

                List<UUID> uuids = new List<UUID>();
                uuids.Add(inventoryID);
                m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
                remoteClient.SendRemoveInventoryItem(inventoryID);
            }

            m_scene.EventManager.TriggerOnAttach(part.ParentGroup.LocalId, itemID, 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??
        protected void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
        {
            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;

            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);
                        // CM / XMREngine!!!! Needed to conclude attach event
                        SceneObjectSerializer.ToOriginalXmlFormat(group);
                        group.DetachToInventoryPrep();
                        m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
                        UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
                        m_scene.DeleteSceneObject(group, false);
                        return;
                    }
                }
            }
        }
        
        public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
        {
            // If this is an attachment, then we need to save the modified
            // object back into the avatar's inventory. First we save the
            // attachment point information, then we update the relative 
            // positioning (which caused this method to get driven in the
            // first place. 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.
            // Then we save the asset back into the appropriate inventory
            // entry. Finally, we restore the object's attachment status.
            byte attachmentPoint = sog.GetAttachmentPoint();
            sog.UpdateGroupPosition(pos);
            sog.RootPart.IsAttachment = false;
            sog.AbsolutePosition = sog.RootPart.AttachedPos;
            UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
            sog.SetAttachmentPoint(attachmentPoint);
        }
        
        /// <summary>
        /// Update the attachment asset for the new sog details if they have changed.
        /// </summary>
        /// 
        /// This is essential for preserving attachment attributes such as permission.  Unlike normal scene objects,
        /// these details are not stored on the region.
        /// 
        /// <param name="remoteClient"></param>
        /// <param name="grp"></param>
        /// <param name="itemID"></param>
        /// <param name="agentID"></param>
        protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
        {
            if (grp != null)
            {
                if (!grp.HasGroupChanged)
                {
                    m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID);
                    return;
                }

                m_log.DebugFormat(
                    "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
                    grp.UUID, grp.GetAttachmentPoint());

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);

                InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
                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),
                        remoteClient.AgentId);
                    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 (remoteClient != null)
                        remoteClient.SendInventoryItemCreateUpdate(item, 0);
                }
            }
        } 
        
        /// <summary>
        /// Attach this scene object to the given avatar.
        /// </summary>
        /// 
        /// 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).
        /// 
        /// <param name="sp"></param>
        /// <param name="so"></param>
        /// <param name="attachmentpoint"></param>
        /// <param name="AttachOffset"></param>
        /// <param name="silent"></param>
        protected void AttachToAgent(ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 AttachOffset, bool silent)
        {
            // don't attach attachments to child agents
            if (avatar.IsChildAgent) return;

//                m_log.DebugFormat("[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
                              
            so.DetachFromBackup();

            // Remove from database and parcel prim count
            m_scene.DeleteFromStorage(so.UUID);
            m_scene.EventManager.TriggerParcelPrimCountTainted();

            so.RootPart.AttachedAvatar = avatar.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = so.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = avatar.UUID;

            if (so.RootPart.PhysActor != null)
            {
                m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
                so.RootPart.PhysActor = null;
            }

            so.AbsolutePosition = AttachOffset;
            so.RootPart.AttachedPos = AttachOffset;
            so.RootPart.IsAttachment = true;

            so.RootPart.SetParentLocalId(avatar.LocalId);
            so.SetAttachmentPoint(Convert.ToByte(attachmentpoint));

            avatar.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<uint> { 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);
            so.HasGroupChanged = false;
        }
    }
}