Removed redundant code in AttachmentsModule and simplified interfaces which converted back and forth between ScenePresence and IClientAPI. More to be done still.

remove-scene-viewer
Dan Lake 2011-10-03 16:44:32 -07:00
parent e77c919290
commit 460946ad62
6 changed files with 82 additions and 130 deletions

View File

@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (sp.PresenceType == PresenceType.Npc)
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p);
else
RezSingleAttachmentFromInventory(sp.ControllingClient, attach.ItemID, p);
RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
}
catch (Exception e)
{
@ -204,7 +204,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="objectLocalID"></param>
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
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})",
@ -258,25 +258,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
}
}
public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent)
{
if (!Enabled)
return false;
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 false;
}
return AttachObject(sp, group, AttachmentPt, silent);
}
private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
{
lock (sp.AttachmentsSyncLock)
{
@ -356,29 +339,31 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
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(
IClientAPI remoteClient,
List<KeyValuePair<UUID, uint>> rezlist)
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
{
if (!Enabled)
return;
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp == null)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
remoteClient.Name, remoteClient.AgentId);
return;
}
return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
@ -386,7 +371,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
@ -408,7 +393,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
}
public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt)
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
if (!Enabled)
return null;
@ -593,23 +578,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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(uint soLocalId, IClientAPI remoteClient)
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
{
if (!Enabled)
return;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
// remoteClient.Name, soLocalId);
// sp.UUID, soLocalId);
SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId);
if (so == null)
return;
if (so.AttachedAvatar != remoteClient.AgentId)
if (so.AttachedAvatar != sp.UUID)
return;
UUID inventoryID = so.GetFromItemID();
@ -618,57 +613,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
// so.Name, so.LocalId, inventoryID);
ScenePresence presence;
if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
lock (sp.AttachmentsSyncLock)
{
lock (presence.AttachmentsSyncLock)
{
if (!m_scene.Permissions.CanRezObject(
so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
return;
if (!m_scene.Permissions.CanRezObject(
so.PrimCount, sp.UUID, sp.AbsolutePosition))
return;
bool changed = sp.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
sp.RemoveAttachment(so);
SceneObjectPart rootPart = so.RootPart;
rootPart.FromItemID = UUID.Zero;
so.AbsolutePosition = sp.AbsolutePosition;
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
rootPart.ScheduleFullUpdate();
rootPart.ClearUndoState();
bool changed = presence.Appearance.DetachAttachment(inventoryID);
if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
presence.RemoveAttachment(so);
DetachSceneObjectToGround(so, presence);
List<UUID> uuids = new List<UUID>();
uuids.Add(inventoryID);
m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
remoteClient.SendRemoveInventoryItem(inventoryID);
}
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
List<UUID> uuids = new List<UUID>();
uuids.Add(inventoryID);
m_scene.InventoryService.DeleteItems(sp.UUID, uuids);
sp.ControllingClient.SendRemoveInventoryItem(inventoryID);
}
}
/// <summary>
/// Detach the given scene object to the ground.
/// </summary>
/// <remarks>
/// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
/// </remarks>
/// <param name="so">The scene object to detach.</param>
/// <param name="sp">The scene presence from which the scene object is being detached.</param>
private void DetachSceneObjectToGround(SceneObjectGroup so, ScenePresence sp)
{
SceneObjectPart rootPart = so.RootPart;
rootPart.FromItemID = UUID.Zero;
so.AbsolutePosition = sp.AbsolutePosition;
so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData();
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
so.HasGroupChanged = true;
rootPart.Rezzed = DateTime.Now;
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.AttachToBackup();
m_scene.EventManager.TriggerParcelPrimCountTainted();
rootPart.ScheduleFullUpdate();
rootPart.ClearUndoState();
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.

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@ -106,7 +106,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
m_attMod.AttachObject(m_presence.ControllingClient, so, (uint)AttachmentPoint.Chest, false);
m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
// Check status on scene presence
Assert.That(m_presence.HasAttachments(), Is.True);
@ -140,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
// Check scene presence status
Assert.That(m_presence.HasAttachments(), Is.True);
@ -174,8 +174,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToGround(so.LocalId, m_presence.ControllingClient);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToGround(m_presence, so.LocalId);
// Check scene presence status
Assert.That(m_presence.HasAttachments(), Is.False);
@ -208,7 +208,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
m_attMod.RezSingleAttachmentFromInventory(
m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
m_presence, attItemId, (uint)AttachmentPoint.Chest);
m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
// Check status on scene presence

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@ -57,17 +57,6 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="silent"></param>
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
/// <summary>
/// Attach an object to an avatar from the world.
/// </summary>
/// <param name="controllingClient"></param>
/// <param name="localID"></param>
/// <param name="attachPoint"></param>
/// <param name="rot"></param>
/// <param name="silent"></param>
void AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
/// <summary>
/// Attach an object to an avatar
/// </summary>
@ -76,17 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="AttachmentPt"></param>
/// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject(
IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
/// <summary>
/// Rez an attachment from user inventory and change inventory status to match.
@ -95,17 +74,15 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="itemID"></param>
/// <param name="AttachmentPt"></param>
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt);
ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
/// <summary>
/// Rez multiple attachments from a user's inventory
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="sp"></param>
/// <param name="header"></param>
/// <param name="objects"></param>
void RezMultipleAttachmentsFromInventory(
IClientAPI remoteClient,
List<KeyValuePair<UUID, uint>> rezlist);
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
/// <summary>
/// Detach an object from the avatar.
@ -121,9 +98,9 @@ namespace OpenSim.Region.Framework.Interfaces
/// <summary>
/// Detach the given item to the ground.
/// </summary>
/// <param name="sp"></param>
/// <param name="objectLocalID"></param>
/// <param name="remoteClient"></param>
void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
/// <summary>
/// Detach the given item so that it remains in the user's inventory.

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@ -2451,7 +2451,7 @@ namespace OpenSim.Region.Framework.Scenes
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
if (AttachmentsModule != null)
AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
AttachmentsModule.AttachObject(sp, grp, 0, false);
}
else
{

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@ -132,11 +132,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
UUID attAssetId = TestHelpers.ParseTail(0x3);
string attName = "att";
UserInventoryHelpers.CreateInventoryItem(
scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
am.RezSingleAttachmentFromInventory(
sp.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);

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@ -2966,8 +2966,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule != null)
attachmentsModule.AttachObject(presence.ControllingClient,
grp, (uint)attachment, false);
attachmentsModule.AttachObject(presence, grp, (uint)attachment, false);
}
}