refactor: Move ScenePresence.RezAttachments() into AttachmentsModule

This adds an incomplete IScenePresence to match ISceneEntity
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-08-30 23:05:43 +01:00
parent a90e1cf3aa
commit 04bafd2122
6 changed files with 103 additions and 47 deletions

View File

@ -95,6 +95,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
client.OnObjectDrop -= DetachSingleAttachmentToGround;
}
/// <summary>
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary>
public void RezAttachments(IScenePresence sp)
{
if (null == sp.Appearance)
{
m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
return;
}
List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
int p = attach.AttachPoint;
UUID itemID = attach.ItemID;
//UUID assetID = attach.AssetID;
// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
// But they're not used anyway, the item is being looked up for now, so let's proceed.
//if (UUID.Zero == assetID)
//{
// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
// continue;
//}
try
{
RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, (uint)p);
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
}
}
}
/// <summary>
/// Called by client

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@ -35,6 +35,12 @@ namespace OpenSim.Region.Framework.Interfaces
{
public interface IAttachmentsModule
{
/// <summary>
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary>
void RezAttachments(IScenePresence sp);
/// <summary>
/// Attach an object to an avatar from the world.
/// </summary>

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@ -0,0 +1,56 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Interfaces
{
/// <summary>
/// An agent in the scene.
/// </summary>
/// <remarks>
/// Interface is a work in progress. Please feel free to add other required properties and methods.
/// </remarks>
public interface IScenePresence : ISceneEntity
{
/// <value>
/// The client controlling this presence
/// </value>
IClientAPI ControllingClient { get; }
/// <summary>
/// Avatar appearance data.
/// </summary>
/// <remarks>
// Because appearance setting is in a module, we actually need
// to give it access to our appearance directly, otherwise we
// get a synchronization issue.
/// </remarks>
AvatarAppearance Appearance { get; set; }
}
}

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@ -2578,7 +2578,7 @@ namespace OpenSim.Region.Framework.Scenes
if (aCircuit.child == false)
{
sp.IsChildAgent = false;
Util.FireAndForget(delegate(object o) { sp.RezAttachments(); });
Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
}
}

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@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
public delegate void SendCourseLocationsMethod(UUID scene, ScenePresence presence, List<Vector3> coarseLocations, List<UUID> avatarUUIDs);
public class ScenePresence : EntityBase, ISceneEntity
public class ScenePresence : EntityBase, IScenePresence
{
// ~ScenePresence()
// {
@ -444,9 +444,6 @@ namespace OpenSim.Region.Framework.Scenes
protected PhysicsActor m_physicsActor;
/// <value>
/// The client controlling this presence
/// </value>
public IClientAPI ControllingClient
{
get { return m_controllingClient; }
@ -2689,9 +2686,6 @@ namespace OpenSim.Region.Framework.Scenes
UUID, m_appearance.VisualParams, m_appearance.Texture.GetBytes());
}
// Because appearance setting is in a module, we actually need
// to give it access to our appearance directly, otherwise we
// get a synchronization issue.
public AvatarAppearance Appearance
{
get { return m_appearance; }
@ -3813,44 +3807,6 @@ namespace OpenSim.Region.Framework.Scenes
return flags;
}
/// <summary>
/// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary>
public void RezAttachments()
{
if (null == m_appearance)
{
m_log.WarnFormat("[ATTACHMENT]: Appearance has not been initialized for agent {0}", UUID);
return;
}
List<AvatarAttachment> attachments = m_appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
int p = attach.AttachPoint;
UUID itemID = attach.ItemID;
//UUID assetID = attach.AssetID;
// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
// But they're not used anyway, the item is being looked up for now, so let's proceed.
//if (UUID.Zero == assetID)
//{
// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
// continue;
//}
try
{
m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p);
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
}
}
}
private void ReprioritizeUpdates()
{
if (Scene.IsReprioritizationEnabled && Scene.UpdatePrioritizationScheme != UpdatePrioritizationSchemes.Time)

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@ -155,7 +155,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
sp.Appearance = npcAppearance;
sp.RezAttachments();
scene.AttachmentsModule.RezAttachments(sp);
IAvatarFactory module = scene.RequestModuleInterface<IAvatarFactory>();
module.SendAppearance(sp.UUID);