refactor: extract method UpdateUserInventoryWithAttachment() from AttachObject() for better code comprehension

0.7.3-extended
Justin Clark-Casey (justincc) 2012-07-06 22:07:19 +01:00
parent b30806822e
commit 0aaf935333
1 changed files with 38 additions and 29 deletions

View File

@ -293,30 +293,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@ -324,6 +302,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
@ -652,11 +654,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
InventoryItemBase newItem = m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
InventoryItemBase newItem
= m_invAccessModule.CopyToInventory(
DeRezAction.TakeCopy,
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
new List<SceneObjectGroup> { grp },
sp.ControllingClient, true)[0];
// sets itemID so client can show item as 'attached' in inventory
grp.FromItemID = newItem.ID;
@ -782,7 +785,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
// sp.Name, att.Name, AttachmentPt);
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
}
#endregion