Improve rejection of any attempt to reattach an object that is already attached.
This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.user_profiles
parent
a7a9a8a614
commit
3611d33b00
|
@ -305,6 +305,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
private bool AttachObjectInternal(
|
private bool AttachObjectInternal(
|
||||||
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts)
|
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts)
|
||||||
{
|
{
|
||||||
|
if (sp.GetAttachments().Contains(group))
|
||||||
|
{
|
||||||
|
// m_log.WarnFormat(
|
||||||
|
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
|
||||||
|
// group.Name, group.LocalId, sp.Name, AttachmentPt);
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
|
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
|
||||||
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
|
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
|
||||||
|
@ -318,15 +327,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sp.GetAttachments(attachmentPt).Contains(group))
|
|
||||||
{
|
|
||||||
// m_log.WarnFormat(
|
|
||||||
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
|
|
||||||
// group.Name, group.LocalId, sp.Name, AttachmentPt);
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3 attachPos = group.AbsolutePosition;
|
Vector3 attachPos = group.AbsolutePosition;
|
||||||
|
|
||||||
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
||||||
|
@ -336,13 +336,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
// If the attachment point isn't the same as the one previously used
|
// If the attachment point isn't the same as the one previously used
|
||||||
// set it's offset position = 0 so that it appears on the attachment point
|
// set it's offset position = 0 so that it appears on the attachment point
|
||||||
// and not in a weird location somewhere unknown.
|
// and not in a weird location somewhere unknown.
|
||||||
if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
|
if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
|
||||||
{
|
{
|
||||||
attachPos = Vector3.Zero;
|
attachPos = Vector3.Zero;
|
||||||
}
|
}
|
||||||
|
|
||||||
// AttachmentPt 0 means the client chose to 'wear' the attachment.
|
// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
|
||||||
if (attachmentPt == 0)
|
if (attachmentPt == (uint)AttachmentPoint.Default)
|
||||||
{
|
{
|
||||||
// Check object for stored attachment point
|
// Check object for stored attachment point
|
||||||
attachmentPt = group.AttachmentPoint;
|
attachmentPt = group.AttachmentPoint;
|
||||||
|
|
|
@ -228,6 +228,120 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Test]
|
||||||
|
public void TestWearAttachmentFromGround()
|
||||||
|
{
|
||||||
|
TestHelpers.InMethod();
|
||||||
|
// TestHelpers.EnableLogging();
|
||||||
|
|
||||||
|
Scene scene = CreateTestScene();
|
||||||
|
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||||
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||||
|
|
||||||
|
SceneObjectGroup so2 = SceneHelpers.AddSceneObject(scene, "att2", sp.UUID);
|
||||||
|
|
||||||
|
{
|
||||||
|
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
|
||||||
|
|
||||||
|
m_numberOfAttachEventsFired = 0;
|
||||||
|
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false);
|
||||||
|
|
||||||
|
// Check status on scene presence
|
||||||
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
|
SceneObjectGroup attSo = attachments[0];
|
||||||
|
Assert.That(attSo.Name, Is.EqualTo(so.Name));
|
||||||
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||||
|
Assert.That(attSo.IsAttachment);
|
||||||
|
Assert.That(attSo.UsesPhysics, Is.False);
|
||||||
|
Assert.That(attSo.IsTemporary, Is.False);
|
||||||
|
|
||||||
|
// Check item status
|
||||||
|
Assert.That(
|
||||||
|
sp.Appearance.GetAttachpoint(attSo.FromItemID),
|
||||||
|
Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||||
|
|
||||||
|
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
|
||||||
|
Assert.That(attachmentItem, Is.Not.Null);
|
||||||
|
Assert.That(attachmentItem.Name, Is.EqualTo(so.Name));
|
||||||
|
|
||||||
|
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
|
||||||
|
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
|
||||||
|
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(2));
|
||||||
|
|
||||||
|
// Check events
|
||||||
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test wearing a different attachment from the ground.
|
||||||
|
{
|
||||||
|
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
|
||||||
|
|
||||||
|
// Check status on scene presence
|
||||||
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
|
SceneObjectGroup attSo = attachments[0];
|
||||||
|
Assert.That(attSo.Name, Is.EqualTo(so2.Name));
|
||||||
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||||
|
Assert.That(attSo.IsAttachment);
|
||||||
|
Assert.That(attSo.UsesPhysics, Is.False);
|
||||||
|
Assert.That(attSo.IsTemporary, Is.False);
|
||||||
|
|
||||||
|
// Check item status
|
||||||
|
Assert.That(
|
||||||
|
sp.Appearance.GetAttachpoint(attSo.FromItemID),
|
||||||
|
Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||||
|
|
||||||
|
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
|
||||||
|
Assert.That(attachmentItem, Is.Not.Null);
|
||||||
|
Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
|
||||||
|
|
||||||
|
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
|
||||||
|
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
|
||||||
|
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Check events
|
||||||
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test rewearing an already worn attachment from ground. Nothing should happen.
|
||||||
|
{
|
||||||
|
scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
|
||||||
|
|
||||||
|
// Check status on scene presence
|
||||||
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
|
SceneObjectGroup attSo = attachments[0];
|
||||||
|
Assert.That(attSo.Name, Is.EqualTo(so2.Name));
|
||||||
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||||
|
Assert.That(attSo.IsAttachment);
|
||||||
|
Assert.That(attSo.UsesPhysics, Is.False);
|
||||||
|
Assert.That(attSo.IsTemporary, Is.False);
|
||||||
|
|
||||||
|
// Check item status
|
||||||
|
Assert.That(
|
||||||
|
sp.Appearance.GetAttachpoint(attSo.FromItemID),
|
||||||
|
Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||||
|
|
||||||
|
InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
|
||||||
|
Assert.That(attachmentItem, Is.Not.Null);
|
||||||
|
Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
|
||||||
|
|
||||||
|
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
|
||||||
|
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
|
||||||
|
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Check events
|
||||||
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
|
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -275,28 +389,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
|
|
||||||
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
|
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
|
||||||
|
|
||||||
m_numberOfAttachEventsFired = 0;
|
{
|
||||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||||
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||||
|
|
||||||
// Check scene presence status
|
// Check scene presence status
|
||||||
Assert.That(sp.HasAttachments(), Is.True);
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
SceneObjectGroup attSo = attachments[0];
|
SceneObjectGroup attSo = attachments[0];
|
||||||
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
||||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||||
Assert.That(attSo.IsAttachment);
|
Assert.That(attSo.IsAttachment);
|
||||||
Assert.That(attSo.UsesPhysics, Is.False);
|
Assert.That(attSo.UsesPhysics, Is.False);
|
||||||
Assert.That(attSo.IsTemporary, Is.False);
|
Assert.That(attSo.IsTemporary, Is.False);
|
||||||
|
|
||||||
// Check appearance status
|
// Check appearance status
|
||||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
// Check events
|
// Check events
|
||||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test attaching an already attached attachment
|
||||||
|
{
|
||||||
|
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||||
|
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||||
|
|
||||||
|
// Check scene presence status
|
||||||
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
|
SceneObjectGroup attSo = attachments[0];
|
||||||
|
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
||||||
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||||
|
Assert.That(attSo.IsAttachment);
|
||||||
|
Assert.That(attSo.UsesPhysics, Is.False);
|
||||||
|
Assert.That(attSo.IsTemporary, Is.False);
|
||||||
|
|
||||||
|
// Check appearance status
|
||||||
|
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||||
|
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Check events
|
||||||
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -316,6 +456,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
|
InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
|
||||||
|
|
||||||
{
|
{
|
||||||
|
m_numberOfAttachEventsFired = 0;
|
||||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
|
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
|
||||||
|
|
||||||
// default attachment point is currently the left hand.
|
// default attachment point is currently the left hand.
|
||||||
|
@ -360,6 +501,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
// Check events
|
// Check events
|
||||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Test wearing an already attached attachment
|
||||||
|
{
|
||||||
|
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
|
||||||
|
|
||||||
|
// default attachment point is currently the left hand.
|
||||||
|
Assert.That(sp.HasAttachments(), Is.True);
|
||||||
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||||
|
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||||
|
SceneObjectGroup attSo = attachments[0];
|
||||||
|
Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
|
||||||
|
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||||
|
Assert.That(attSo.IsAttachment);
|
||||||
|
|
||||||
|
// Check appearance status
|
||||||
|
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||||
|
Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
|
||||||
|
// Check events
|
||||||
|
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
Loading…
Reference in New Issue