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
Justin Clark-Casey (justincc) 2013-03-18 22:04:27 +00:00
parent a7a9a8a614
commit 3611d33b00
2 changed files with 194 additions and 31 deletions

View File

@ -305,6 +305,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private bool AttachObjectInternal(
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(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
@ -318,15 +327,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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;
// 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
// set it's offset position = 0 so that it appears on the attachment point
// 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;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == 0)
// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
if (attachmentPt == (uint)AttachmentPoint.Default)
{
// Check object for stored attachment point
attachmentPt = group.AttachmentPoint;

View File

@ -228,6 +228,120 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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>
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
/// </summary>
@ -275,7 +389,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
m_numberOfAttachEventsFired = 0;
{
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
sp, attItem.ID, (uint)AttachmentPoint.Chest);
@ -299,6 +413,32 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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>
/// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point
/// </summary>
@ -316,6 +456,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
{
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
// default attachment point is currently the left hand.
@ -360,6 +501,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check events
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>