Merge branch 'master' of /var/git/opensim/

viewer-2-initial-appearance
opensim mirror account 2010-11-16 14:00:07 -08:00
commit 21b7cc5d61
12 changed files with 109 additions and 61 deletions

View File

@ -39,5 +39,6 @@ namespace OpenSim.Framework
void ExtraFromXmlString(string xmlstr);
string GetStateSnapshot();
void SetState(string xmlstr, IScene s);
bool HasGroupChanged { get; set; }
}
}

View File

@ -273,6 +273,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (objatt != null)
{
// Loading the inventory from XML will have set this, but
// there is no way the object could have changed yet,
// since scripts aren't running yet. So, clear it here.
objatt.HasGroupChanged = false;
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
@ -470,6 +474,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
group.DetachToInventoryPrep();
m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
// 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;
UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
m_scene.DeleteSceneObject(group, false);
return;
@ -478,25 +489,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
{
// If this is an attachment, then we need to save the modified
// object back into the avatar's inventory. First we save the
// attachment point information, then we update the relative
// positioning (which caused this method to get driven in the
// first place. Then we have to mark the object as NOT an
// attachment. This is necessary in order to correctly save
// and retrieve GroupPosition information for the attachment.
// Then we save the asset back into the appropriate inventory
// entry. Finally, we restore the object's attachment status.
byte attachmentPoint = sog.GetAttachmentPoint();
sog.UpdateGroupPosition(pos);
sog.RootPart.IsAttachment = false;
sog.AbsolutePosition = sog.RootPart.AttachedPos;
UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
sog.SetAttachmentPoint(attachmentPoint);
}
/// <summary>
/// Update the attachment asset for the new sog details if they have changed.
/// </summary>
@ -508,7 +500,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="grp"></param>
/// <param name="itemID"></param>
/// <param name="agentID"></param>
protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
{
if (grp != null)
{
@ -523,7 +515,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
grp.UUID, grp.GetAttachmentPoint());
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item);
@ -617,7 +608,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// In case it is later dropped again, don't let
// it get cleaned up
so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.HasGroupChanged = false;
}
}
}

View File

@ -569,12 +569,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
{
group.RootPart.Flags |= PrimFlags.Phantom;
group.RootPart.IsAttachment = true;
}
// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
// we'll be doing that later on. Scheduling more than one full update during the attachment
// process causes some clients to fail to display the attachment properly.
m_Scene.AddNewSceneObject(group, true, false);
// If we're rezzing an attachment then don't ask
// AddNewSceneObject() to update the client since
// we'll be doing that later on. Scheduling more
// than one full update during the attachment
// process causes some clients to fail to display
// the attachment properly.
// Also, don't persist attachments.
m_Scene.AddNewSceneObject(group, false, false);
}
else
{
m_Scene.AddNewSceneObject(group, true, false);
}
// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
// if attachment we set it's asset id so object updates can reflect that

View File

@ -122,11 +122,20 @@ namespace OpenSim.Region.Framework.Interfaces
void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
/// <summary>
/// Update the position of an attachment
/// Update the user inventory with a changed attachment
/// </summary>
/// <param name="client"></param>
/// <param name="sog"></param>
/// <param name="pos"></param>
void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
/// <param name="remoteClient">
/// A <see cref="IClientAPI"/>
/// </param>
/// <param name="grp">
/// A <see cref="SceneObjectGroup"/>
/// </param>
/// <param name="itemID">
/// A <see cref="UUID"/>
/// </param>
/// <param name="agentID">
/// A <see cref="UUID"/>
/// </param>
void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
}
}

View File

@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
bool UpdateInventoryItem(TaskInventoryItem item);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
/// <summary>
/// Remove an item from this entity's inventory

View File

@ -3152,7 +3152,6 @@ namespace OpenSim.Region.Framework.Scenes
List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
regions.Remove(RegionInfo.RegionHandle);
m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
}
m_eventManager.TriggerClientClosed(agentID, this);
}
@ -3164,6 +3163,9 @@ namespace OpenSim.Region.Framework.Scenes
m_eventManager.TriggerOnRemovePresence(agentID);
if (avatar != null && (!avatar.IsChildAgent))
avatar.SaveChangedAttachments();
ForEachClient(
delegate(IClientAPI client)
{

View File

@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
protected internal bool AddRestoredSceneObject(
SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
{
if (!alreadyPersisted)
if (attachToBackup && (!alreadyPersisted))
{
sceneObject.ForceInventoryPersistence();
sceneObject.HasGroupChanged = true;
@ -282,8 +282,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </returns>
protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
{
// Ensure that we persist this new scene object
sceneObject.HasGroupChanged = true;
// Ensure that we persist this new scene object if it's not an
// attachment
if (attachToBackup)
sceneObject.HasGroupChanged = true;
return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
}
@ -1279,8 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes
{
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
{
if (m_parentScene.AttachmentsModule != null)
m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos);
// Set the new attachment point data in the object
byte attachmentPoint = group.GetAttachmentPoint();
group.UpdateGroupPosition(pos);
group.RootPart.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
group.SetAttachmentPoint(attachmentPoint);
group.HasGroupChanged = true;
}
else
{

View File

@ -491,13 +491,15 @@ namespace OpenSim.Region.Framework.Scenes
XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState");
if (nodes.Count > 0)
{
m_savedScriptState = new Dictionary<UUID, string>();
if (m_savedScriptState == null)
m_savedScriptState = new Dictionary<UUID, string>();
foreach (XmlNode node in nodes)
{
if (node.Attributes["UUID"] != null)
{
UUID itemid = new UUID(node.Attributes["UUID"].Value);
m_savedScriptState.Add(itemid, node.InnerXml);
if (itemid != UUID.Zero)
m_savedScriptState[itemid] = node.InnerXml;
}
}
}

View File

@ -127,8 +127,6 @@ namespace OpenSim.Region.Framework.Scenes
if (0 == m_items.Count)
return;
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
IList<TaskInventoryItem> items = GetInventoryItems();
m_items.Clear();
@ -144,17 +142,6 @@ namespace OpenSim.Region.Framework.Scenes
{
lock (Items)
{
if (Items.Count == 0)
{
return;
}
HasInventoryChanged = true;
if (m_part.ParentGroup != null)
{
m_part.ParentGroup.HasGroupChanged = true;
}
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
Items.Clear();
@ -208,8 +195,15 @@ namespace OpenSim.Region.Framework.Scenes
}
}
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
// Don't let this set the HasGroupChanged flag for attachments
// as this happens during rez and we don't want a new asset
// for each attachment each time
if (!m_part.ParentGroup.RootPart.IsAttachment)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
List<TaskInventoryItem> items = GetInventoryItems();
foreach (TaskInventoryItem item in items)
{
@ -674,13 +668,19 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
public bool UpdateInventoryItem(TaskInventoryItem item)
{
return UpdateInventoryItem(item, true);
return UpdateInventoryItem(item, true, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
{
return UpdateInventoryItem(item, fireScriptEvents, true);
}
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
{
TaskInventoryItem it = GetInventoryItem(item.ItemID);
if (it != null)
{
item.ParentID = m_part.UUID;
item.ParentPartID = m_part.UUID;
@ -702,9 +702,11 @@ namespace OpenSim.Region.Framework.Scenes
if (fireScriptEvents)
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
if (considerChanged)
{
HasInventoryChanged = true;
m_part.ParentGroup.HasGroupChanged = true;
}
return true;
}
else

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@ -3746,5 +3746,25 @@ namespace OpenSim.Region.Framework.Scenes
m_reprioritization_called = false;
}
}
public void SaveChangedAttachments()
{
// Need to copy this list because DetachToInventoryPrep mods it
List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(Attachments.ToArray());
IAttachmentsModule attachmentsModule = m_scene.AttachmentsModule;
if (attachmentsModule != null)
{
foreach (SceneObjectGroup grp in attachments)
{
if (grp.HasGroupChanged) // Resizer scripts?
{
grp.DetachToInventoryPrep();
attachmentsModule.UpdateKnownItem(ControllingClient,
grp, grp.GetFromItemID(), grp.OwnerID);
}
}
}
}
}
}

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@ -162,6 +162,11 @@ namespace OpenSim.Server.Handlers.Simulation
return;
}
if (args.ContainsKey("modified"))
sog.HasGroupChanged = args["modified"].AsBoolean();
else
sog.HasGroupChanged = false;
if ((args["state"] != null) && s.AllowScriptCrossings)
{
stateXmlStr = args["state"].AsString();

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@ -549,6 +549,7 @@ namespace OpenSim.Services.Connectors.Simulation
OSDMap args = new OSDMap(2);
args["sog"] = OSD.FromString(sog.ToXml2());
args["extra"] = OSD.FromString(sog.ExtraToXmlString());
args["modified"] = OSD.FromBoolean(sog.HasGroupChanged);
string state = sog.GetStateSnapshot();
if (state.Length > 0)
args["state"] = OSD.FromString(state);