Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

remove-scene-viewer
Mic Bowman 2011-10-04 15:44:22 -07:00
commit 413e299045
6 changed files with 393 additions and 393 deletions

View File

@ -44,6 +44,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")] [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
{ {
#region INonSharedRegionModule
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene; private Scene m_scene;
@ -92,26 +93,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
RemoveRegion(m_scene); RemoveRegion(m_scene);
} }
public void SubscribeToClientEvents(IClientAPI client) #endregion
{
client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory; #region IAttachmentsModule
client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory;
client.OnObjectAttach += AttachObject;
client.OnObjectDetach += DetachObject;
client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
client.OnObjectDrop += DetachSingleAttachmentToGround;
}
public void UnsubscribeFromClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory;
client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory;
client.OnObjectAttach -= AttachObject;
client.OnObjectDetach -= DetachObject;
client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
client.OnObjectDrop -= DetachSingleAttachmentToGround;
}
/// <summary> /// <summary>
/// RezAttachments. This should only be called upon login on the first region. /// RezAttachments. This should only be called upon login on the first region.
@ -174,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// { // {
grp.IsAttachment = false; grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos; grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp.ControllingClient, grp); UpdateKnownItem(sp, grp);
grp.IsAttachment = true; grp.IsAttachment = true;
// } // }
} }
@ -197,68 +182,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sp.ClearAttachments(); sp.ClearAttachments();
} }
/// <summary>
/// Called by client
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="objectLocalID"></param>
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
private void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
// objectLocalID, remoteClient.Name, AttachmentPt, silent);
if (!Enabled)
return;
try
{
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
return;
}
// If we can't take it, we can't attach it!
SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
if (part == null)
return;
if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage(
"You don't have sufficient permissions to attach this object", false);
return;
}
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
{
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
// Save avatar attachment information
m_log.Debug(
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
+ ", AttachmentPoint: " + AttachmentPt);
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
}
}
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
{ {
lock (sp.AttachmentsSyncLock) lock (sp.AttachmentsSyncLock)
@ -320,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
UUID oldAttachmentItemID = attachments[0].GetFromItemID(); UUID oldAttachmentItemID = attachments[0].GetFromItemID();
if (oldAttachmentItemID != UUID.Zero) if (oldAttachmentItemID != UUID.Zero)
DetachSingleAttachmentToInv(oldAttachmentItemID, sp); DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
else else
m_log.WarnFormat( 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 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!",
@ -330,7 +253,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// Add the new attachment to inventory if we don't already have it. // Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.GetFromItemID(); UUID newAttachmentItemID = group.GetFromItemID();
if (newAttachmentItemID == UUID.Zero) if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
} }
@ -339,58 +262,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
} }
return true; return true;
}
private void RezMultipleAttachmentsFromInventory(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
{
if (!Enabled)
return;
ScenePresence sp;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp))
RezMultipleAttachmentsFromInventory(sp, rezlist);
else
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
remoteClient.Name, remoteClient.AgentId);
return;
}
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
{
if (!Enabled)
return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
{
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
}
}
private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
remoteClient.Name, remoteClient.AgentId);
return null;
}
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
} }
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
@ -435,159 +306,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
if (att == null) if (att == null)
DetachSingleAttachmentToInv(itemID, sp.ControllingClient); DetachSingleAttachmentToInv(sp, itemID);
return att; return att;
} }
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
lock (sp.AttachmentsSyncLock)
{
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = invAccess.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = invAccess.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
}
}
}
return null;
}
/// <summary>
/// Update the user inventory to reflect an attachment
/// </summary>
/// <param name="sp"></param>
/// <param name="AttachmentPt"></param>
/// <param name="itemID"></param>
/// <param name="att"></param>
private void ShowAttachInUserInventory(
IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
// att.Name, sp.Name, AttachmentPt, itemID);
if (UUID.Zero == itemID)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
return;
}
if (0 == AttachmentPt)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
return;
}
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (group != null)
{
DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient);
}
}
public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
{ {
if (!Enabled) if (!Enabled)
return; return;
ScenePresence presence; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) lock (sp.AttachmentsSyncLock)
{ {
lock (presence.AttachmentsSyncLock) foreach (KeyValuePair<UUID, uint> rez in rezlist)
{ {
// Save avatar attachment information RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
bool changed = presence.Appearance.DetachAttachment(itemID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
DetachSingleAttachmentToInv(itemID, presence);
} }
} }
}
private void DetachSingleAttachmentToGround(uint soLocalId, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp))
DetachSingleAttachmentToGround(sp, soLocalId);
} }
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
@ -617,27 +353,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
if (!m_scene.Permissions.CanRezObject( if (!m_scene.Permissions.CanRezObject(
so.PrimCount, sp.UUID, sp.AbsolutePosition)) so.PrimCount, sp.UUID, sp.AbsolutePosition))
return; return;
bool changed = sp.Appearance.DetachAttachment(inventoryID); bool changed = sp.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null) if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
sp.RemoveAttachment(so); sp.RemoveAttachment(so);
SceneObjectPart rootPart = so.RootPart; SceneObjectPart rootPart = so.RootPart;
rootPart.FromItemID = UUID.Zero; rootPart.FromItemID = UUID.Zero;
so.AbsolutePosition = sp.AbsolutePosition; so.AbsolutePosition = sp.AbsolutePosition;
so.AttachedAvatar = UUID.Zero; so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0); rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData(); so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
so.HasGroupChanged = true; so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now; rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez); rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.AttachToBackup(); so.AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted(); m_scene.EventManager.TriggerParcelPrimCountTainted();
rootPart.ScheduleFullUpdate(); rootPart.ScheduleFullUpdate();
rootPart.ClearUndoState(); rootPart.ClearUndoState();
List<UUID> uuids = new List<UUID>(); List<UUID> uuids = new List<UUID>();
@ -648,46 +384,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
} }
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp)
{ {
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
if (itemID == UUID.Zero) // If this happened, someone made a mistake....
return;
// We can NOT use the dictionries here, as we are looking
// for an entity by the fromAssetID, which is NOT the prim UUID
EntityBase[] detachEntities = m_scene.GetEntities();
SceneObjectGroup group;
lock (sp.AttachmentsSyncLock) lock (sp.AttachmentsSyncLock)
{ {
foreach (EntityBase entity in detachEntities) // Save avatar attachment information
{ m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
if (entity is SceneObjectGroup)
{
group = (SceneObjectGroup)entity;
if (group.GetFromItemID() == itemID)
{
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
sp.RemoveAttachment(group);
// Prepare sog for storage bool changed = sp.Appearance.DetachAttachment(itemID);
group.AttachedAvatar = UUID.Zero; if (changed && m_scene.AvatarFactory != null)
group.RootPart.SetParentLocalId(0); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
UpdateKnownItem(sp.ControllingClient, group); DetachSingleAttachmentToInvInternal(sp, itemID);
m_scene.DeleteSceneObject(group, false);
return;
}
}
}
} }
} }
@ -709,7 +418,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sog.AttachmentPoint = attachmentPoint; sog.AttachmentPoint = attachmentPoint;
sog.HasGroupChanged = true; sog.HasGroupChanged = true;
} }
#endregion
#region AttachmentModule private methods
// This is public but is not part of the IAttachmentsModule interface.
// RegionCombiner module needs to poke at it to deliver client events.
// This breaks the encapsulation of the module and should get fixed somehow.
public void SubscribeToClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv;
client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv;
client.OnObjectAttach += Client_OnObjectAttach;
client.OnObjectDetach += Client_OnObjectDetach;
client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv;
client.OnObjectDrop += Client_OnObjectDrop;
}
// This is public but is not part of the IAttachmentsModule interface.
// RegionCombiner module needs to poke at it to deliver client events.
// This breaks the encapsulation of the module and should get fixed somehow.
public void UnsubscribeFromClientEvents(IClientAPI client)
{
client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv;
client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv;
client.OnObjectAttach -= Client_OnObjectAttach;
client.OnObjectDetach -= Client_OnObjectDetach;
client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv;
client.OnObjectDrop -= Client_OnObjectDrop;
}
/// <summary> /// <summary>
/// Update the attachment asset for the new sog details if they have changed. /// Update the attachment asset for the new sog details if they have changed.
/// </summary> /// </summary>
@ -717,9 +456,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
/// these details are not stored on the region. /// these details are not stored on the region.
/// </remarks> /// </remarks>
/// <param name="remoteClient"></param> /// <param name="sp"></param>
/// <param name="grp"></param> /// <param name="grp"></param>
private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp) private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp)
{ {
if (grp.HasGroupChanged || grp.ContainsScripts()) if (grp.HasGroupChanged || grp.ContainsScripts())
{ {
@ -729,7 +468,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId); InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), sp.UUID);
item = m_scene.InventoryService.GetItem(item); item = m_scene.InventoryService.GetItem(item);
if (item != null) if (item != null)
@ -739,7 +478,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
grp.GetPartDescription(grp.LocalId), grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object, (sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml), Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId); sp.UUID);
m_scene.AssetService.Store(asset); m_scene.AssetService.Store(asset);
item.AssetID = asset.FullID; item.AssetID = asset.FullID;
@ -751,8 +490,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.InventoryService.UpdateItem(item); m_scene.InventoryService.UpdateItem(item);
// this gets called when the agent logs off! // this gets called when the agent logs off!
if (remoteClient != null) if (sp.ControllingClient != null)
remoteClient.SendInventoryItemCreateUpdate(item, 0); sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
} }
} }
else else
@ -761,8 +500,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
grp.UUID, grp.AttachmentPoint); grp.UUID, grp.AttachmentPoint);
} }
} }
/// <summary> /// <summary>
/// Attach this scene object to the given avatar. /// Attach this scene object to the given avatar.
/// </summary> /// </summary>
@ -776,19 +515,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="attachOffset"></param> /// <param name="attachOffset"></param>
/// <param name="silent"></param> /// <param name="silent"></param>
private void AttachToAgent( private void AttachToAgent(
IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", // "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
// so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
so.DetachFromBackup(); so.DetachFromBackup();
// Remove from database and parcel prim count // Remove from database and parcel prim count
m_scene.DeleteFromStorage(so.UUID); m_scene.DeleteFromStorage(so.UUID);
m_scene.EventManager.TriggerParcelPrimCountTainted(); m_scene.EventManager.TriggerParcelPrimCountTainted();
so.AttachedAvatar = avatar.UUID; so.AttachedAvatar = sp.UUID;
if (so.RootPart.PhysActor != null) if (so.RootPart.PhysActor != null)
{ {
@ -799,10 +538,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AbsolutePosition = attachOffset; so.AbsolutePosition = attachOffset;
so.RootPart.AttachedPos = attachOffset; so.RootPart.AttachedPos = attachOffset;
so.IsAttachment = true; so.IsAttachment = true;
so.RootPart.SetParentLocalId(avatar.LocalId); so.RootPart.SetParentLocalId(sp.LocalId);
so.AttachmentPoint = attachmentpoint; so.AttachmentPoint = attachmentpoint;
avatar.AddAttachment(so); sp.AddAttachment(so);
if (!silent) if (!silent)
{ {
@ -818,7 +557,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.IsSelected = false; // fudge.... so.IsSelected = false; // fudge....
so.ScheduleGroupForFullUpdate(); so.ScheduleGroupForFullUpdate();
} }
// In case it is later dropped again, don't let // In case it is later dropped again, don't let
// it get cleaned up // it get cleaned up
so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
@ -830,11 +569,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="remoteClient"></param> /// <param name="remoteClient"></param>
/// <param name="grp"></param> /// <param name="grp"></param>
/// <returns>The user inventory item created that holds the attachment.</returns> /// <returns>The user inventory item created that holds the attachment.</returns>
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp) private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name); // grp.Name, grp.LocalId, remoteClient.Name);
Vector3 inventoryStoredPosition = new Vector3 Vector3 inventoryStoredPosition = new Vector3
(((grp.AbsolutePosition.X > (int)Constants.RegionSize) (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
@ -863,14 +602,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
grp.GetPartDescription(grp.LocalId), grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object, (sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml), Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId); sp.UUID);
m_scene.AssetService.Store(asset); m_scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase(); InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString(); item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData; item.CreatorData = grp.RootPart.CreatorData;
item.Owner = remoteClient.AgentId; item.Owner = sp.UUID;
item.ID = UUID.Random(); item.ID = UUID.Random();
item.AssetID = asset.FullID; item.AssetID = asset.FullID;
item.Description = asset.Description; item.Description = asset.Description;
@ -878,13 +617,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item.AssetType = asset.Type; item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object; item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object); InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
if (folder != null) if (folder != null)
item.Folder = folder.ID; item.Folder = folder.ID;
else // oopsies else // oopsies
item.Folder = UUID.Zero; item.Folder = UUID.Zero;
if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
{ {
item.BasePermissions = grp.RootPart.NextOwnerMask; item.BasePermissions = grp.RootPart.NextOwnerMask;
item.CurrentPermissions = grp.RootPart.NextOwnerMask; item.CurrentPermissions = grp.RootPart.NextOwnerMask;
@ -907,15 +646,290 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (m_scene.AddInventoryItem(item)) if (m_scene.AddInventoryItem(item))
{ {
remoteClient.SendInventoryItemCreateUpdate(item, 0); sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
} }
else else
{ {
if (m_dialogModule != null) if (m_dialogModule != null)
m_dialogModule.SendAlertToUser(remoteClient, "Operation failed"); m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed");
} }
return item; return item;
} }
// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
if (itemID == UUID.Zero) // If this happened, someone made a mistake....
return;
// We can NOT use the dictionries here, as we are looking
// for an entity by the fromAssetID, which is NOT the prim UUID
EntityBase[] detachEntities = m_scene.GetEntities();
SceneObjectGroup group;
lock (sp.AttachmentsSyncLock)
{
foreach (EntityBase entity in detachEntities)
{
if (entity is SceneObjectGroup)
{
group = (SceneObjectGroup)entity;
if (group.GetFromItemID() == itemID)
{
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
sp.RemoveAttachment(group);
// Prepare sog for storage
group.AttachedAvatar = UUID.Zero;
group.RootPart.SetParentLocalId(0);
group.IsAttachment = false;
group.AbsolutePosition = group.RootPart.AttachedPos;
UpdateKnownItem(sp, group);
m_scene.DeleteSceneObject(group, false);
return;
}
}
}
}
}
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
lock (sp.AttachmentsSyncLock)
{
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = invAccess.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = invAccess.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false;
bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true;
// This will throw if the attachment fails
try
{
AttachObject(sp, objatt, attachmentPt, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
}
}
}
return null;
}
/// <summary>
/// Update the user inventory to reflect an attachment
/// </summary>
/// <param name="sp"></param>
/// <param name="AttachmentPt"></param>
/// <param name="itemID"></param>
/// <param name="att"></param>
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
{
// m_log.DebugFormat(
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
// att.Name, sp.Name, AttachmentPt, itemID);
if (UUID.Zero == itemID)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
return;
}
if (0 == AttachmentPt)
{
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
return;
}
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
}
#endregion
#region Client Event Handlers
private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
remoteClient.Name, remoteClient.AgentId);
return null;
}
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
}
private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
RezMultipleAttachmentsFromInventory(sp, rezlist);
else
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
remoteClient.Name, remoteClient.AgentId);
}
private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
// objectLocalID, remoteClient.Name, AttachmentPt, silent);
if (!Enabled)
return;
try
{
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
return;
}
// If we can't take it, we can't attach it!
SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
if (part == null)
return;
if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
{
remoteClient.SendAgentAlertMessage(
"You don't have sufficient permissions to attach this object", false);
return;
}
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
{
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
// Save avatar attachment information
m_log.Debug(
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
+ ", AttachmentPoint: " + AttachmentPt);
}
}
catch (Exception e)
{
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
}
}
private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (sp != null && group != null)
DetachSingleAttachmentToInv(sp, group.GetFromItemID());
}
private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
DetachSingleAttachmentToInv(sp, itemID);
}
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
DetachSingleAttachmentToGround(sp, soLocalId);
}
#endregion
} }
} }

View File

@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
m_attMod.RezSingleAttachmentFromInventory( m_attMod.RezSingleAttachmentFromInventory(
m_presence, attItemId, (uint)AttachmentPoint.Chest); m_presence, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient); m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId);
// Check status on scene presence // Check status on scene presence
Assert.That(m_presence.HasAttachments(), Is.False); Assert.That(m_presence.HasAttachments(), Is.False);

View File

@ -28,7 +28,6 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using OpenMetaverse; using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Scenes;
@ -40,6 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// RezAttachments. This should only be called upon login on the first region. /// RezAttachments. This should only be called upon login on the first region.
/// Attachment rezzings on crossings and TPs are done in a different way. /// Attachment rezzings on crossings and TPs are done in a different way.
/// </summary> /// </summary>
/// <param name="sp"></param>
void RezAttachments(IScenePresence sp); void RezAttachments(IScenePresence sp);
/// <summary> /// <summary>
@ -50,17 +50,16 @@ namespace OpenSim.Region.Framework.Interfaces
/// <summary> /// <summary>
/// Delete all the presence's attachments from the scene /// Delete all the presence's attachments from the scene
/// </summary>
/// <param name="sp">
/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross). /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
/// </param> /// </summary>
/// <param name="sp"></param>
/// <param name="silent"></param> /// <param name="silent"></param>
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent); void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
/// <summary> /// <summary>
/// Attach an object to an avatar /// Attach an object to an avatar
/// </summary> /// </summary>
/// <param name="remoteClient"></param> /// <param name="sp"></param>
/// <param name="grp"></param> /// <param name="grp"></param>
/// <param name="AttachmentPt"></param> /// <param name="AttachmentPt"></param>
/// <param name="silent"></param> /// <param name="silent"></param>
@ -80,34 +79,22 @@ namespace OpenSim.Region.Framework.Interfaces
/// Rez multiple attachments from a user's inventory /// Rez multiple attachments from a user's inventory
/// </summary> /// </summary>
/// <param name="sp"></param> /// <param name="sp"></param>
/// <param name="header"></param> /// <param name="rezlist"></param>
/// <param name="objects"></param>
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist); void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
/// <summary>
/// Detach an object from the avatar.
/// </summary>
/// <remarks>
/// This method is called in response to a client's detach request, so we only update the information in
/// inventory
/// </remarks>
/// <param name="objectLocalID"></param>
/// <param name="remoteClient"></param>
void DetachObject(uint objectLocalID, IClientAPI remoteClient);
/// <summary> /// <summary>
/// Detach the given item to the ground. /// Detach the given item to the ground.
/// </summary> /// </summary>
/// <param name="sp"></param> /// <param name="sp"></param>
/// <param name="objectLocalID"></param> /// <param name="objectLocalID"></param>
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
/// <summary> /// <summary>
/// Detach the given item so that it remains in the user's inventory. /// Detach the given item so that it remains in the user's inventory.
/// </summary> /// </summary>
/// <param name="itemID">/param> /// <param name="sp">/param>
/// <param name="remoteClient"></param> /// <param name="itemID"></param>
void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient); void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
/// <summary> /// <summary>
/// Update the position of an attachment. /// Update the position of an attachment.

View File

@ -3023,7 +3023,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule != null) if (attachmentsModule != null)
attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient); attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
} }
public void llTakeCamera(string avatar) public void llTakeCamera(string avatar)

View File

@ -223,11 +223,11 @@
;; server to send mail through. ;; server to send mail through.
; emailmodule = DefaultEmailModule ; emailmodule = DefaultEmailModule
; Controls whether previously compiled scripts are deleted on sim restart. If you disable this ;# {DeleteScriptsOnRestart} {} {Delete compiled script DLLs on restart?} (true false) true
; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; by scripts have changed. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; Default is false ;; by scripts have changed.
; DeleteScriptsOnStartup = true ; DeleteScriptsOnStartup = true

View File

@ -1194,12 +1194,11 @@
;; Path to script assemblies ;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines" ; ScriptEnginesPath = "ScriptEngines"
; Controls whether previously compiled scripts are deleted on sim restart. If you disable this ; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; then startup will be faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the ; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used ; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed. ; by scripts have changed.
; Default is false ; DeleteScriptsOnStartup = false
; DeleteScriptsOnStartup = true
[OpenGridProtocol] [OpenGridProtocol]