aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
blob: ad17aa9ab8a01cf49bbf97180de382137624b821 (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
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
/*
 * 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.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
    {
        #region INonSharedRegionModule
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        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);
            else
                Enabled = true;
        }
        
        public void AddRegion(Scene scene)
        {
            m_scene = scene;
            m_scene.RegisterModuleInterface<IAttachmentsModule>(this);

            if (Enabled)
            {
                m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
                m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
                m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
            }

            // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
        }

        /// <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);
                }
            }
        }

        /// <summary>
        /// RezAttachments. This should only be called upon login on the first region.
        /// Attachment rezzings on crossings and TPs are done in a different way.
        /// </summary>
        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);

            List<AvatarAttachment> 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
                {
                    // 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, true);
                    else
                        RezSingleAttachmentFromInventory(sp, attach.ItemID, p | (uint)0x80);
                }
                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 DeRezAttachments(IScenePresence sp)
        {
            if (!Enabled)
                return;

//            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;

//            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 temp, bool append)
        {
            if (!Enabled)
                return false;

            return AttachObjectInternal(sp, group, attachmentPt, silent, temp, true, 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='temp'></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 temp, bool resumeScripts, bool append)
        {
            if (group.GetSittingAvatarsCount() != 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;
            // 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;
            }

            // 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 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.AttachmentPoint = attachmentPt;
            group.AbsolutePosition = attachPos;

            List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);

            if (attachments.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 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)
            {
                if (sp.PresenceType != PresenceType.Npc)
                    UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, 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 temp, bool append)
        {
            List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);

            // Add the new attachment to inventory if we don't already have it.
            if (!temp)
            {
                UUID newAttachmentItemID = group.FromItemID;
                if (newAttachmentItemID == UUID.Zero)
                    newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;

                ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
            }
        }

        public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
        {
            if (!Enabled)
                return null;

//            m_log.DebugFormat(
//                "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
//                (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);

            bool append = (AttachmentPt & 0x80) != 0;
            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<SceneObjectGroup> 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;
            }

            return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
        }

        public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
        {
            if (!Enabled)
                return;

            //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.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;

//            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;

//            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);

                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);
                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;
            }

//            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
//            {
//                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)
        {
//            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)
                {
//                    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(m_scene.RegionInfo.RegionHandle, 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;

            //            m_log.DebugFormat(
            //                "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
            //                grp.Name, grp.LocalId, remoteClient.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)
        {
            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;
            }

//                    m_log.DebugFormat(
//                        "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
//                        objatt.Name, 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
            {
                AttachObjectInternal(sp, objatt, attachmentPt, false, false, 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;

            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)
            {
//                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;

            //            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)
        {
//            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, append))
                {
//                    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
    }
}