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-rw-r--r--OpenSim/Framework/AvatarAppearance.cs7
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs14
3 files changed, 25 insertions, 8 deletions
diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs
index ab4ed66..7c6295d 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -383,9 +383,11 @@ namespace OpenSim.Framework
383// DEBUG OFF 383// DEBUG OFF
384 384
385 /// <summary> 385 /// <summary>
386 /// Get a list of the attachments, note that there may be 386 /// Get a list of the attachments.
387 /// duplicate attachpoints
388 /// </summary> 387 /// </summary>
388 /// <remarks>
389 /// There may be duplicate attachpoints
390 /// </remarks>
389 public List<AvatarAttachment> GetAttachments() 391 public List<AvatarAttachment> GetAttachments()
390 { 392 {
391 List<AvatarAttachment> alist = new List<AvatarAttachment>(); 393 List<AvatarAttachment> alist = new List<AvatarAttachment>();
@@ -487,6 +489,7 @@ namespace OpenSim.Framework
487 // And remove the list if there are no more attachments here 489 // And remove the list if there are no more attachments here
488 if (m_attachments[kvp.Key].Count == 0) 490 if (m_attachments[kvp.Key].Count == 0)
489 m_attachments.Remove(kvp.Key); 491 m_attachments.Remove(kvp.Key);
492
490 return true; 493 return true;
491 } 494 }
492 } 495 }
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 2d5eb18..b7a7f77 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -451,6 +451,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
451 451
452 public void DetachSingleAttachmentToGround(UUID sceneObjectID, IClientAPI remoteClient) 452 public void DetachSingleAttachmentToGround(UUID sceneObjectID, IClientAPI remoteClient)
453 { 453 {
454// m_log.DebugFormat(
455// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
456// remoteClient.Name, sceneObjectID);
457
454 SceneObjectGroup so = m_scene.GetSceneObjectGroup(sceneObjectID); 458 SceneObjectGroup so = m_scene.GetSceneObjectGroup(sceneObjectID);
455 459
456 if (so == null) 460 if (so == null)
@@ -461,6 +465,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
461 465
462 UUID inventoryID = so.GetFromItemID(); 466 UUID inventoryID = so.GetFromItemID();
463 467
468// m_log.DebugFormat(
469// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
470// so.Name, so.LocalId, inventoryID);
471
464 ScenePresence presence; 472 ScenePresence presence;
465 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) 473 if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
466 { 474 {
@@ -468,7 +476,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
468 so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) 476 so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
469 return; 477 return;
470 478
471 bool changed = presence.Appearance.DetachAttachment(sceneObjectID); 479 bool changed = presence.Appearance.DetachAttachment(inventoryID);
472 if (changed && m_scene.AvatarFactory != null) 480 if (changed && m_scene.AvatarFactory != null)
473 m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); 481 m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
474 482
@@ -485,7 +493,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
485 } 493 }
486 494
487 /// <summary> 495 /// <summary>
488 /// Detach the given scene objet to the ground. 496 /// Detach the given scene object to the ground.
489 /// </summary> 497 /// </summary>
490 /// <remarks> 498 /// <remarks>
491 /// The caller has to take care of all the other work in updating avatar appearance, inventory, etc. 499 /// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index bb53601..b1f9197 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -138,7 +138,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
138 m_attMod.RezSingleAttachmentFromInventory( 138 m_attMod.RezSingleAttachmentFromInventory(
139 m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest); 139 m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
140 140
141 // Check status on scene presence 141 // Check scene presence status
142 Assert.That(m_presence.HasAttachments(), Is.True); 142 Assert.That(m_presence.HasAttachments(), Is.True);
143 List<SceneObjectGroup> attachments = m_presence.Attachments; 143 List<SceneObjectGroup> attachments = m_presence.Attachments;
144 Assert.That(attachments.Count, Is.EqualTo(1)); 144 Assert.That(attachments.Count, Is.EqualTo(1));
@@ -149,12 +149,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
149 Assert.That(attSo.UsesPhysics, Is.False); 149 Assert.That(attSo.UsesPhysics, Is.False);
150 Assert.That(attSo.IsTemporary, Is.False); 150 Assert.That(attSo.IsTemporary, Is.False);
151 151
152 // Check item status 152 // Check appearance status
153 Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest)); 153 Assert.That(m_presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
154 } 154 }
155 155
156 [Test] 156 [Test]
157 public void TestDetachAttachmentToScene() 157 public void TestDetachAttachmentToGround()
158 { 158 {
159 TestHelpers.InMethod(); 159 TestHelpers.InMethod();
160// log4net.Config.XmlConfigurator.Configure(); 160// log4net.Config.XmlConfigurator.Configure();
@@ -168,15 +168,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
168 UserInventoryHelpers.CreateInventoryItem( 168 UserInventoryHelpers.CreateInventoryItem(
169 scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object); 169 scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
170 170
171// Check item status
172 Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItemId)), Is.Not.Null);
173
171 UUID attSoId = m_attMod.RezSingleAttachmentFromInventory( 174 UUID attSoId = m_attMod.RezSingleAttachmentFromInventory(
172 m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest); 175 m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
173 m_attMod.DetachSingleAttachmentToGround(attSoId, m_presence.ControllingClient); 176 m_attMod.DetachSingleAttachmentToGround(attSoId, m_presence.ControllingClient);
174 177
175 // Check status on scene presence 178 // Check scene presence status
176 Assert.That(m_presence.HasAttachments(), Is.False); 179 Assert.That(m_presence.HasAttachments(), Is.False);
177 List<SceneObjectGroup> attachments = m_presence.Attachments; 180 List<SceneObjectGroup> attachments = m_presence.Attachments;
178 Assert.That(attachments.Count, Is.EqualTo(0)); 181 Assert.That(attachments.Count, Is.EqualTo(0));
179 182
183 // Check appearance status
184 Assert.That(m_presence.Appearance.GetAttachments().Count, Is.EqualTo(0));
185
180 // Check item status 186 // Check item status
181 Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItemId)), Is.Null); 187 Assert.That(scene.InventoryService.GetItem(new InventoryItemBase(attItemId)), Is.Null);
182 188