From 002313bf132e7eca3d33fdd0c695152146d469b4 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 26 Aug 2011 22:02:23 +0100 Subject: [PATCH] refactor: move sog.DetachToInventoryPrep() into AttachmentsModule.DetachSingleAttachmentToInv() --- .../Avatar/Attachments/AttachmentsModule.cs | 25 +++++++++++---- .../Tests/AttachmentsModuleTests.cs | 2 +- .../Framework/Scenes/SceneObjectGroup.cs | 32 +++---------------- 3 files changed, 23 insertions(+), 36 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2c49ba89fc..732e3e3cef 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -502,17 +502,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (group.GetFromItemID() == itemID) { m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - group.DetachToInventoryPrep(); -// m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); + sp.RemoveAttachment(group); - // If an item contains scripts, it's always changed. - // This ensures script state is saved on detach - foreach (SceneObjectPart p in group.Parts) - if (p.Inventory.ContainsScripts()) - group.HasGroupChanged = true; + // Prepare sog for storage + group.ForEachPart( + delegate(SceneObjectPart part) + { + part.AttachedAvatar = UUID.Zero; + + // If there are any scripts, + // then always trigger a new object and state persistence in UpdateKnownItem() + if (part.Inventory.ContainsScripts()) + group.HasGroupChanged = true; + } + ); + + group.RootPart.SetParentLocalId(0); + group.RootPart.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); m_scene.DeleteSceneObject(group, false); + return; } } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 859f6ffdb8..afcf05a8e1 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -147,7 +147,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests } [Test] - public void TestRemoveAttachment() + public void TestDetachAttachmentToInventory() { TestHelpers.InMethod(); // log4net.Config.XmlConfigurator.Configure(); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 8f0fa556aa..00e3363a0a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -147,15 +147,16 @@ namespace OpenSim.Region.Framework.Scenes return false; } - /// + /// /// Is this scene object acting as an attachment? - /// + /// + /// /// We return false if the group has already been deleted. /// /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I /// presume either all or no parts in a linkset can be part of an attachment (in which /// case the value would get proprogated down into all the descendent parts). - /// + /// public bool IsAttachment { get @@ -1017,31 +1018,6 @@ namespace OpenSim.Region.Framework.Scenes m_rootPart.ClearUndoState(); } - public void DetachToInventoryPrep() - { - ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar); - //Vector3 detachedpos = new Vector3(127f, 127f, 127f); - if (avatar != null) - { - //detachedpos = avatar.AbsolutePosition; - avatar.RemoveAttachment(this); - } - - m_rootPart.AttachedAvatar = UUID.Zero; - - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].AttachedAvatar = UUID.Zero; - - m_rootPart.SetParentLocalId(0); - //m_rootPart.SetAttachmentPoint((byte)0); - m_rootPart.IsAttachment = false; - AbsolutePosition = m_rootPart.AttachedPos; - //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim); - //AttachToBackup(); - //m_rootPart.ScheduleFullUpdate(); - } - /// /// ///