From e126915bc168f16f2c4462492814a1b733aefe87 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Mon, 23 Jul 2012 21:08:02 +0200
Subject: Change attachment handling to remove object from the scene first as
per justincc's original work. Sample scripts before doing so. Also refactor
some crucial common code and eliminate parameters that were only ever used
with the same constant value.
---
.../Avatar/Attachments/AttachmentsModule.cs | 88 +++++++++++++++-------
1 file changed, 59 insertions(+), 29 deletions(-)
(limited to 'OpenSim/Region/CoreModules')
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 0f3b1e8..464dfd3 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -28,6 +28,8 @@
using System;
using System.Collections.Generic;
using System.Reflection;
+using System.IO;
+using System.Xml;
using log4net;
using Mono.Addins;
using Nini.Config;
@@ -202,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
- public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
+ public void DeRezAttachments(IScenePresence sp)
{
if (!Enabled)
return;
@@ -213,18 +215,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
foreach (SceneObjectGroup so in sp.GetAttachments())
{
- // We can only remove the script instances from the script engine after we've retrieved their xml state
- // when we update the attachment item.
- m_scene.DeleteSceneObject(so, false, false);
-
- if (saveChanged || saveAllScripted)
- {
- so.IsAttachment = false;
- so.AbsolutePosition = so.RootPart.AttachedPos;
- UpdateKnownItem(sp, so, saveAllScripted);
- }
-
- so.RemoveScriptInstances(true);
+ UpdateDetachedObject(sp, so);
}
sp.ClearAttachments();
@@ -528,7 +519,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
///
///
///
- private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
+ private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
{
// Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface();
@@ -538,13 +529,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
}
- if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
+ if (grp.HasGroupChanged)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
// grp.UUID, grp.AttachmentPoint);
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
+ string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
@@ -683,29 +674,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return newItem;
}
- private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
+ private string GetObjectScriptStates(SceneObjectGroup grp)
{
- // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
+ using (StringWriter sw = new StringWriter())
+ {
+ using (XmlTextWriter writer = new XmlTextWriter(sw))
+ {
+ grp.SaveScriptedState(writer);
+ }
- m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
- sp.RemoveAttachment(so);
+ return sw.ToString();
+ }
+ }
+
+ private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
+ {
+ // Don't save attachments for HG visitors, it
+ // messes up their inventory. When a HG visitor logs
+ // out on a foreign grid, their attachments will be
+ // reloaded in the state they were in when they left
+ // the home grid. This is best anyway as the visited
+ // grid may use an incompatible script engine.
+ bool saveChanged
+ = sp.PresenceType != PresenceType.Npc
+ && (m_scene.UserManagementModule == null
+ || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
+
+ // Scripts MUST be snapshotted before the object is
+ // removed from the scene because doing otherwise will
+ // clobber the run flag
+ string scriptedState = GetObjectScriptStates(so);
+
+ // 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, false);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
so.RootPart.SetParentLocalId(0);
so.IsAttachment = false;
- // We cannot use AbsolutePosition here because that would
- // attempt to cross the prim as it is detached
- so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
+ if (saveChanged)
+ {
+ // We cannot use AbsolutePosition here because that would
+ // attempt to cross the prim as it is detached
+ so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
+
+ UpdateKnownItem(sp, so, scriptedState);
+ }
+
+ // Now, remove the scripts
+ so.RemoveScriptInstances(true);
+ }
- UpdateKnownItem(sp, so, true);
+ private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
+ {
+ // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
+
+ m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
+ sp.RemoveAttachment(so);
- // This MUST happen AFTER serialization because it will
- // either stop or remove the scripts. Both will cause scripts
- // to be serialized in a stopped state with the true run
- // state already lost.
- m_scene.DeleteSceneObject(so, false, true);
+ UpdateDetachedObject(sp, so);
}
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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