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authorJustin Clark-Casey (justincc)2012-06-28 23:31:23 +0100
committerJustin Clark-Casey (justincc)2012-06-28 23:31:23 +0100
commitbfa6896678872a4e796ec4de22e83b6cead3ba17 (patch)
tree38c266a595d458f4783105ce8157c0dfc3c556ca /OpenSim/Region/CoreModules/Avatar
parentRather than iterating through all SOGs in the scene looking for the one that ... (diff)
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Change AttachmentsModule.DetachSingleAttachmentToInv() to accept a SOG directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand. Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs78
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs7
2 files changed, 45 insertions, 40 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index e9f0488..af30a8e 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -302,10 +302,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
302 // At the moment we can only deal with a single attachment 302 // At the moment we can only deal with a single attachment
303 if (attachments.Count != 0) 303 if (attachments.Count != 0)
304 { 304 {
305 UUID oldAttachmentItemID = attachments[0].FromItemID; 305 if (attachments[0].FromItemID != UUID.Zero)
306 306 DetachSingleAttachmentToInvInternal(sp, attachments[0]);
307 if (oldAttachmentItemID != UUID.Zero)
308 DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
309 else 307 else
310 m_log.WarnFormat( 308 m_log.WarnFormat(
311 "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", 309 "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
@@ -442,18 +440,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
442 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); 440 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
443 } 441 }
444 442
445 public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) 443 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
446 { 444 {
447 lock (sp.AttachmentsSyncLock) 445 lock (sp.AttachmentsSyncLock)
448 { 446 {
449 // Save avatar attachment information 447 // Save avatar attachment information
450// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); 448// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
451 449
452 bool changed = sp.Appearance.DetachAttachment(itemID); 450 if (so.AttachedAvatar != sp.UUID)
451 {
452 m_log.WarnFormat(
453 "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
454 so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
455
456 return;
457 }
458
459 bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
453 if (changed && m_scene.AvatarFactory != null) 460 if (changed && m_scene.AvatarFactory != null)
454 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); 461 m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
455 462
456 DetachSingleAttachmentToInvInternal(sp, itemID); 463 DetachSingleAttachmentToInvInternal(sp, so);
457 } 464 }
458 } 465 }
459 466
@@ -657,39 +664,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
657 return newItem; 664 return newItem;
658 } 665 }
659 666
660 // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. 667 private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
661 // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
662 private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
663 { 668 {
664 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); 669 // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
665 670
666 if (itemID == UUID.Zero) // If this happened, someone made a mistake.... 671 m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
667 return; 672 sp.RemoveAttachment(so);
668 673 m_scene.DeleteSceneObject(so, false);
669 lock (sp.AttachmentsSyncLock)
670 {
671 List<SceneObjectGroup> attachments = sp.GetAttachments();
672
673 foreach (SceneObjectGroup group in attachments)
674 {
675 if (group.FromItemID == itemID)
676 {
677 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
678 sp.RemoveAttachment(group);
679 m_scene.DeleteSceneObject(group, false);
680
681 // Prepare sog for storage
682 group.AttachedAvatar = UUID.Zero;
683 group.RootPart.SetParentLocalId(0);
684 group.IsAttachment = false;
685 group.AbsolutePosition = group.RootPart.AttachedPos;
686 674
687 UpdateKnownItem(sp, group, true); 675 // Prepare sog for storage
676 so.AttachedAvatar = UUID.Zero;
677 so.RootPart.SetParentLocalId(0);
678 so.IsAttachment = false;
679 so.AbsolutePosition = so.RootPart.AttachedPos;
688 680
689 return; 681 UpdateKnownItem(sp, so, true);
690 }
691 }
692 }
693 } 682 }
694 683
695 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 684 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
@@ -897,8 +886,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
897 886
898 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 887 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
899 SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); 888 SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
889
900 if (sp != null && group != null) 890 if (sp != null && group != null)
901 DetachSingleAttachmentToInv(sp, group.FromItemID); 891 DetachSingleAttachmentToInv(sp, group);
902 } 892 }
903 893
904 private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) 894 private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
@@ -908,7 +898,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
908 898
909 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); 899 ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
910 if (sp != null) 900 if (sp != null)
911 DetachSingleAttachmentToInv(sp, itemID); 901 {
902 lock (sp.AttachmentsSyncLock)
903 {
904 List<SceneObjectGroup> attachments = sp.GetAttachments();
905
906 foreach (SceneObjectGroup group in attachments)
907 {
908 if (group.FromItemID == itemID)
909 {
910 DetachSingleAttachmentToInv(sp, group);
911 return;
912 }
913 }
914 }
915 }
912 } 916 }
913 917
914 private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient) 918 private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 65722fe..b0c087f 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
227 227
228 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); 228 InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
229 229
230 scene.AttachmentsModule.RezSingleAttachmentFromInventory( 230 SceneObjectGroup so
231 sp, attItem.ID, (uint)AttachmentPoint.Chest); 231 = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
232 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID); 232 sp, attItem.ID, (uint)AttachmentPoint.Chest);
233 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
233 234
234 // Check status on scene presence 235 // Check status on scene presence
235 Assert.That(sp.HasAttachments(), Is.False); 236 Assert.That(sp.HasAttachments(), Is.False);