From 023faa227ef72a3701dc5fbfc46ab5f831c54953 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 29 Mar 2013 23:10:28 +0000 Subject: Check viewer 2/3 attachment calls against avatar appearance attachment data rather than actually attached objects By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side. Initiating simulator-side is always necessary for version 1 viewers. This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581 --- .../Avatar/Attachments/AttachmentsModule.cs | 36 ++++++++++------------ .../Attachments/Tests/AttachmentsModuleTests.cs | 6 ++-- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 ++--- 3 files changed, 23 insertions(+), 26 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 29a6478..4b53ee0 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -256,10 +256,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { // 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); + RezSingleAttachmentFromInventoryInternal( + sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, p | (uint)0x80); } catch (Exception e) { @@ -456,26 +454,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments "[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. + // We check the attachments in the avatar appearance here rather than the objects attached to the + // ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are + // already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done + // because pre-outfit folder viewers (most version 1 viewers) require it. bool alreadyOn = false; - List existingAttachments = sp.GetAttachments(); - foreach (SceneObjectGroup so in existingAttachments) + List existingAttachments = sp.Appearance.GetAttachments(); + foreach (AvatarAttachment existingAttachment in existingAttachments) { - if (so.FromItemID == itemID) + if (existingAttachment.ItemID == itemID) { alreadyOn = true; break; } } -// if (sp.Appearance.GetAttachmentForItem(itemID) != null) if (alreadyOn) { if (DebugLevel > 0) @@ -486,7 +479,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } - return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append); + return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); } public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) @@ -495,7 +488,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; if (DebugLevel > 0) - m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}", + rezlist.Count, sp.Name, m_scene.Name); foreach (KeyValuePair rez in rezlist) { @@ -894,11 +889,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( - IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append) + IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) { if (m_invAccessModule == null) return null; + bool append = (attachmentPt & 0x80) != 0; + attachmentPt &= 0x7f; + SceneObjectGroup objatt; if (itemID != UUID.Zero) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 6e4262e..25444e5 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -130,7 +130,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests config.AddConfig("Modules"); config.Configs["Modules"].Set("InventoryAccessModule", "BasicInventoryAccessModule"); - modules.Add(new AttachmentsModule()); + AttachmentsModule attMod = new AttachmentsModule(); + attMod.DebugLevel = 1; + modules.Add(attMod); modules.Add(new BasicInventoryAccessModule()); } @@ -728,7 +730,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests public void TestRezAttachmentsOnAvatarEntrance() { TestHelpers.InMethod(); -// log4net.Config.XmlConfigurator.Configure(); +// TestHelpers.EnableLogging(); Scene scene = CreateTestScene(); UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4930a39..215a689 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -955,15 +955,12 @@ namespace OpenSim.Region.Framework.Scenes { // Viewers which have a current outfit folder will actually rez their own attachments. However, // viewers without (e.g. v1 viewers) will not, so we still need to make this call. - // - // However, we leave a 5 second pause to try and avoid a clash with viewers that are rezzing - // attachments themselves. This should then mean that this call ends up doing nothing. if (Scene.AttachmentsModule != null) Util.FireAndForget( o => { - if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) - System.Threading.Thread.Sleep(5000); +// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) +// System.Threading.Thread.Sleep(7000); Scene.AttachmentsModule.RezAttachments(this); }); -- cgit v1.1