diff options
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | 178 | ||||
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | 64 |
2 files changed, 153 insertions, 89 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index b6a7481..2092d6f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs | |||
@@ -289,16 +289,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
289 | if (!Enabled) | 289 | if (!Enabled) |
290 | return false; | 290 | return false; |
291 | 291 | ||
292 | if (AttachObjectInternal(sp, group, attachmentPt, silent, temp)) | 292 | return AttachObjectInternal(sp, group, attachmentPt, silent, temp, false); |
293 | { | ||
294 | m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); | ||
295 | return true; | ||
296 | } | ||
297 | |||
298 | return false; | ||
299 | } | 293 | } |
300 | 294 | ||
301 | private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) | 295 | /// <summary> |
296 | /// Internal method which actually does all the work for attaching an object. | ||
297 | /// </summary> | ||
298 | /// <returns>The object attached.</returns> | ||
299 | /// <param name='sp'></param> | ||
300 | /// <param name='group'>The object to attach.</param> | ||
301 | /// <param name='attachmentPt'></param> | ||
302 | /// <param name='silent'></param> | ||
303 | /// <param name='temp'></param> | ||
304 | /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param> | ||
305 | private bool AttachObjectInternal( | ||
306 | IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts) | ||
302 | { | 307 | { |
303 | // m_log.DebugFormat( | 308 | // m_log.DebugFormat( |
304 | // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", | 309 | // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", |
@@ -322,44 +327,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
322 | return false; | 327 | return false; |
323 | } | 328 | } |
324 | 329 | ||
330 | Vector3 attachPos = group.AbsolutePosition; | ||
331 | |||
332 | // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should | ||
333 | // be removed when that functionality is implemented in opensim | ||
334 | attachmentPt &= 0x7f; | ||
335 | |||
336 | // If the attachment point isn't the same as the one previously used | ||
337 | // set it's offset position = 0 so that it appears on the attachment point | ||
338 | // and not in a weird location somewhere unknown. | ||
339 | if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) | ||
340 | { | ||
341 | attachPos = Vector3.Zero; | ||
342 | } | ||
343 | |||
344 | // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||
345 | if (attachmentPt == 0) | ||
346 | { | ||
347 | // Check object for stored attachment point | ||
348 | attachmentPt = group.AttachmentPoint; | ||
349 | } | ||
350 | |||
351 | // if we still didn't find a suitable attachment point....... | ||
352 | if (attachmentPt == 0) | ||
353 | { | ||
354 | // Stick it on left hand with Zero Offset from the attachment point. | ||
355 | attachmentPt = (uint)AttachmentPoint.LeftHand; | ||
356 | attachPos = Vector3.Zero; | ||
357 | } | ||
358 | |||
325 | // Remove any previous attachments | 359 | // Remove any previous attachments |
326 | List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt); | 360 | List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt); |
327 | 361 | ||
328 | // At the moment we can only deal with a single attachment | 362 | // At the moment we can only deal with a single attachment |
329 | if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) | 363 | if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) |
330 | DetachSingleAttachmentToInv(sp, group); | 364 | DetachSingleAttachmentToInv(sp, existingAttachments[0]); |
331 | 365 | ||
332 | lock (sp.AttachmentsSyncLock) | 366 | lock (sp.AttachmentsSyncLock) |
333 | { | 367 | { |
334 | Vector3 attachPos = group.AbsolutePosition; | ||
335 | |||
336 | // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should | ||
337 | // be removed when that functionality is implemented in opensim | ||
338 | attachmentPt &= 0x7f; | ||
339 | |||
340 | // If the attachment point isn't the same as the one previously used | ||
341 | // set it's offset position = 0 so that it appears on the attachment point | ||
342 | // and not in a weird location somewhere unknown. | ||
343 | if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) | ||
344 | { | ||
345 | attachPos = Vector3.Zero; | ||
346 | } | ||
347 | |||
348 | // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||
349 | if (attachmentPt == 0) | ||
350 | { | ||
351 | // Check object for stored attachment point | ||
352 | attachmentPt = group.AttachmentPoint; | ||
353 | } | ||
354 | |||
355 | // if we still didn't find a suitable attachment point....... | ||
356 | if (attachmentPt == 0) | ||
357 | { | ||
358 | // Stick it on left hand with Zero Offset from the attachment point. | ||
359 | attachmentPt = (uint)AttachmentPoint.LeftHand; | ||
360 | attachPos = Vector3.Zero; | ||
361 | } | ||
362 | |||
363 | group.AttachmentPoint = attachmentPt; | 368 | group.AttachmentPoint = attachmentPt; |
364 | group.AbsolutePosition = attachPos; | 369 | group.AbsolutePosition = attachPos; |
365 | 370 | ||
@@ -367,6 +372,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
367 | UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); | 372 | UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); |
368 | 373 | ||
369 | AttachToAgent(sp, group, attachmentPt, attachPos, silent); | 374 | AttachToAgent(sp, group, attachmentPt, attachPos, silent); |
375 | |||
376 | if (resumeScripts) | ||
377 | { | ||
378 | // Fire after attach, so we don't get messy perms dialogs | ||
379 | // 4 == AttachedRez | ||
380 | group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); | ||
381 | group.ResumeScripts(); | ||
382 | } | ||
383 | |||
384 | // Do this last so that event listeners have access to all the effects of the attachment | ||
385 | m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); | ||
370 | } | 386 | } |
371 | 387 | ||
372 | return true; | 388 | return true; |
@@ -391,8 +407,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
391 | return null; | 407 | return null; |
392 | 408 | ||
393 | // m_log.DebugFormat( | 409 | // m_log.DebugFormat( |
394 | // "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", | 410 | // "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", |
395 | // (AttachmentPoint)AttachmentPt, itemID, sp.Name); | 411 | // (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); |
396 | 412 | ||
397 | // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should | 413 | // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should |
398 | // be removed when that functionality is implemented in opensim | 414 | // be removed when that functionality is implemented in opensim |
@@ -525,6 +541,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
525 | return; | 541 | return; |
526 | } | 542 | } |
527 | 543 | ||
544 | // m_log.DebugFormat( | ||
545 | // "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}", | ||
546 | // so.Name, so.LocalId, sp.Name, m_scene.Name); | ||
547 | |||
528 | // Scripts MUST be snapshotted before the object is | 548 | // Scripts MUST be snapshotted before the object is |
529 | // removed from the scene because doing otherwise will | 549 | // removed from the scene because doing otherwise will |
530 | // clobber the run flag | 550 | // clobber the run flag |
@@ -846,60 +866,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
846 | return null; | 866 | return null; |
847 | } | 867 | } |
848 | 868 | ||
849 | // Remove any previous attachments | ||
850 | List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); | ||
851 | |||
852 | // At the moment we can only deal with a single attachment | ||
853 | if (attachments.Count != 0) | ||
854 | DetachSingleAttachmentToInv(sp, attachments[0]); | ||
855 | |||
856 | lock (sp.AttachmentsSyncLock) | ||
857 | { | ||
858 | // m_log.DebugFormat( | 869 | // m_log.DebugFormat( |
859 | // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", | 870 | // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", |
860 | // objatt.Name, sp.Name, attachmentPt, m_scene.Name); | 871 | // objatt.Name, sp.Name, attachmentPt, m_scene.Name); |
861 | 872 | ||
862 | // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. | 873 | // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. |
863 | objatt.HasGroupChanged = false; | 874 | objatt.HasGroupChanged = false; |
864 | bool tainted = false; | 875 | bool tainted = false; |
865 | if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) | 876 | if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) |
866 | tainted = true; | 877 | tainted = true; |
867 | 878 | ||
868 | // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal | 879 | // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal |
869 | // course of events. If not, then it's probably not worth trying to recover the situation | 880 | // course of events. If not, then it's probably not worth trying to recover the situation |
870 | // since this is more likely to trigger further exceptions and confuse later debugging. If | 881 | // since this is more likely to trigger further exceptions and confuse later debugging. If |
871 | // exceptions can be thrown in expected error conditions (not NREs) then make this consistent | 882 | // exceptions can be thrown in expected error conditions (not NREs) then make this consistent |
872 | // since other normal error conditions will simply return false instead. | 883 | // since other normal error conditions will simply return false instead. |
873 | // This will throw if the attachment fails | 884 | // This will throw if the attachment fails |
874 | try | 885 | try |
875 | { | 886 | { |
876 | AttachObjectInternal(sp, objatt, attachmentPt, false, false); | 887 | AttachObjectInternal(sp, objatt, attachmentPt, false, false, true); |
877 | } | 888 | } |
878 | catch (Exception e) | 889 | catch (Exception e) |
879 | { | 890 | { |
880 | m_log.ErrorFormat( | 891 | m_log.ErrorFormat( |
881 | "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", | 892 | "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", |
882 | objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); | 893 | objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); |
883 | |||
884 | // Make sure the object doesn't stick around and bail | ||
885 | sp.RemoveAttachment(objatt); | ||
886 | m_scene.DeleteSceneObject(objatt, false); | ||
887 | return null; | ||
888 | } | ||
889 | |||
890 | if (tainted) | ||
891 | objatt.HasGroupChanged = true; | ||
892 | 894 | ||
893 | // Fire after attach, so we don't get messy perms dialogs | 895 | // Make sure the object doesn't stick around and bail |
894 | // 4 == AttachedRez | 896 | sp.RemoveAttachment(objatt); |
895 | objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); | 897 | m_scene.DeleteSceneObject(objatt, false); |
896 | objatt.ResumeScripts(); | 898 | return null; |
899 | } | ||
897 | 900 | ||
898 | // Do this last so that event listeners have access to all the effects of the attachment | 901 | if (tainted) |
899 | m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); | 902 | objatt.HasGroupChanged = true; |
900 | 903 | ||
901 | return objatt; | 904 | return objatt; |
902 | } | ||
903 | } | 905 | } |
904 | 906 | ||
905 | /// <summary> | 907 | /// <summary> |
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 0ee01c7..624adcf 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | |||
@@ -293,7 +293,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
293 | // Check appearance status | 293 | // Check appearance status |
294 | Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); | 294 | Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); |
295 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); | 295 | Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest)); |
296 | |||
297 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | 296 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); |
298 | 297 | ||
299 | // Check events | 298 | // Check events |
@@ -301,6 +300,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests | |||
301 | } | 300 | } |
302 | 301 | ||
303 | /// <summary> | 302 | /// <summary> |
303 | /// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point | ||
304 | /// </summary> | ||
305 | [Test] | ||
306 | public void TestWearAttachmentFromInventory() | ||
307 | { | ||
308 | TestHelpers.InMethod(); | ||
309 | // TestHelpers.EnableLogging(); | ||
310 | |||
311 | Scene scene = CreateTestScene(); | ||
312 | UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); | ||
313 | ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID); | ||
314 | |||
315 | InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20); | ||
316 | InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21); | ||
317 | |||
318 | { | ||
319 | scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default); | ||
320 | |||
321 | // default attachment point is currently the left hand. | ||
322 | Assert.That(sp.HasAttachments(), Is.True); | ||
323 | List<SceneObjectGroup> attachments = sp.GetAttachments(); | ||
324 | Assert.That(attachments.Count, Is.EqualTo(1)); | ||
325 | SceneObjectGroup attSo = attachments[0]; | ||
326 | Assert.That(attSo.Name, Is.EqualTo(attItem1.Name)); | ||
327 | Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); | ||
328 | Assert.That(attSo.IsAttachment); | ||
329 | |||
330 | // Check appearance status | ||
331 | Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); | ||
332 | Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand)); | ||
333 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | ||
334 | |||
335 | // Check events | ||
336 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1)); | ||
337 | } | ||
338 | |||
339 | // Test wearing a second attachment at the same position | ||
340 | // Until multiple attachments at one point is implemented, this will remove the first attachment | ||
341 | // This test relies on both attachments having the same default attachment point (in this case LeftHand | ||
342 | // since none other has been set). | ||
343 | { | ||
344 | scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default); | ||
345 | |||
346 | // default attachment point is currently the left hand. | ||
347 | Assert.That(sp.HasAttachments(), Is.True); | ||
348 | List<SceneObjectGroup> attachments = sp.GetAttachments(); | ||
349 | Assert.That(attachments.Count, Is.EqualTo(1)); | ||
350 | SceneObjectGroup attSo = attachments[0]; | ||
351 | Assert.That(attSo.Name, Is.EqualTo(attItem2.Name)); | ||
352 | Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand)); | ||
353 | Assert.That(attSo.IsAttachment); | ||
354 | |||
355 | // Check appearance status | ||
356 | Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1)); | ||
357 | Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand)); | ||
358 | Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); | ||
359 | |||
360 | // Check events | ||
361 | Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3)); | ||
362 | } | ||
363 | } | ||
364 | |||
365 | /// <summary> | ||
304 | /// Test specific conditions associated with rezzing a scripted attachment from inventory. | 366 | /// Test specific conditions associated with rezzing a scripted attachment from inventory. |
305 | /// </summary> | 367 | /// </summary> |
306 | [Test] | 368 | [Test] |