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authorJustin Clark-Casey (justincc)2011-08-17 01:35:33 +0100
committerJustin Clark-Casey (justincc)2011-08-17 01:35:33 +0100
commitacfdca34fd9bf6d66d144ae5c0a325dd5e864517 (patch)
treefa04bcde5a48a26ef3867d82019f8f1eb35cb6b8 /OpenSim
parentextend test to check that there is one attachment and that it has the right name (diff)
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Fix issue where loading a new appearance onto an NPC would not remove the previous attachments from the scene.
Addresses http://opensimulator.org/mantis/view.php?id=5636
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs3
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs10
3 files changed, 14 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 4dbc5e6..0316d29 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
101 /// <param name="silent"></param> 101 /// <param name="silent"></param>
102 public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) 102 public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
103 { 103 {
104 m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject"); 104// m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject");
105 105
106 try 106 try
107 { 107 {
@@ -466,7 +466,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
466 { 466 {
467 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); 467 m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
468 group.DetachToInventoryPrep(); 468 group.DetachToInventoryPrep();
469 m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); 469// m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
470 470
471 // If an item contains scripts, it's always changed. 471 // If an item contains scripts, it's always changed.
472 // This ensures script state is saved on detach 472 // This ensures script state is saved on detach
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 6cc64c6..4cb3df2 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -96,9 +96,10 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <summary> 96 /// <summary>
97 /// Detach an object from the avatar. 97 /// Detach an object from the avatar.
98 /// </summary> 98 /// </summary>
99 /// 99 /// <remarks>
100 /// This method is called in response to a client's detach request, so we only update the information in 100 /// This method is called in response to a client's detach request, so we only update the information in
101 /// inventory 101 /// inventory
102 /// </remarks>
102 /// <param name="objectLocalID"></param> 103 /// <param name="objectLocalID"></param>
103 /// <param name="remoteClient"></param> 104 /// <param name="remoteClient"></param>
104 void DetachObject(uint objectLocalID, IClientAPI remoteClient); 105 void DetachObject(uint objectLocalID, IClientAPI remoteClient);
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 11fda6d..3b7ae9d 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -143,6 +143,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
143 if (!m_avatars.ContainsKey(agentId)) 143 if (!m_avatars.ContainsKey(agentId))
144 return false; 144 return false;
145 145
146 // FIXME: An extremely bad bit of code that reaches directly into the attachments list and manipulates it
147 List<SceneObjectGroup> attachments = sp.Attachments;
148 lock (attachments)
149 {
150 foreach (SceneObjectGroup att in attachments)
151 scene.DeleteSceneObject(att, false);
152
153 attachments.Clear();
154 }
155
146 AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true); 156 AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
147 sp.Appearance = npcAppearance; 157 sp.Appearance = npcAppearance;
148 sp.RezAttachments(); 158 sp.RezAttachments();