From 660d36a5b026e8b6862b9a575e9578d6ae1599a2 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 11 Jan 2013 02:28:43 +0000
Subject: Implement a workaround solution for saving manual script state
changes by the user before logout instead of wrongly removing the script
early.
This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen.
This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
---
.../Avatar/Attachments/AttachmentsModule.cs | 24 +++++++++++++++++-----
1 file changed, 19 insertions(+), 5 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs')
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index f9c2142..8a3eeaa 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -77,8 +77,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (Enabled)
{
m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
- m_scene.EventManager.OnStartScript += HandleScriptStateChange;
- m_scene.EventManager.OnStopScript += HandleScriptStateChange;
+ m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
+ m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
}
// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
@@ -89,11 +89,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
///
///
///
- private void HandleScriptStateChange(uint localID, UUID itemID)
+ private void HandleScriptStateChange(uint localID, bool started)
{
SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
if (sog != null && sog.IsAttachment)
- sog.HasGroupChanged = true;
+ {
+ if (!started)
+ {
+ // FIXME: This is a convoluted way for working out whether the script state has changed to stop
+ // because it has been manually stopped or because the stop was called in UpdateDetachedObject() below
+ // This needs to be handled in a less tangled way.
+ ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar);
+ if (sp.ControllingClient.IsActive)
+ sog.HasGroupChanged = true;
+ }
+ else
+ {
+ sog.HasGroupChanged = true;
+ }
+ }
}
public void RemoveRegion(Scene scene)
@@ -759,7 +773,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// Remove the object from the scene so no more updates
// are sent. Doing this before the below changes will ensure
// updates can't cause "HUD artefacts"
- m_scene.DeleteSceneObject(so, false);
+ m_scene.DeleteSceneObject(so, false, false);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
--
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