refactor: move RezSingleAttachmentFromInventory() from SceneGraph to AttachmentsModule

slimupdates
Justin Clark-Casey (justincc) 2010-03-12 22:48:49 +00:00
parent b9f5cd75bc
commit 582375509c
5 changed files with 60 additions and 58 deletions

View File

@ -168,6 +168,52 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true; return true;
} }
public SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, 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)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
AttachObject(
remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
//objatt.ScheduleGroupForFullUpdate();
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 3 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 3);
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
}
else
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, remoteClient.Name, AttachmentPt);
}
return objatt;
}
return null;
}
public UUID SetAttachmentInventoryStatus( public UUID SetAttachmentInventoryStatus(
SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt) SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)

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@ -56,7 +56,16 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="silent"></param> /// <param name="silent"></param>
/// <returns>true if the object was successfully attached, false otherwise</returns> /// <returns>true if the object was successfully attached, false otherwise</returns>
bool AttachObject( bool AttachObject(
IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent); IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);
/// <summary>
/// Rez an attachment from user inventory
/// </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>
SceneObjectGroup RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
/// <summary> /// <summary>
/// Update the user inventory to the attachment of an item /// Update the user inventory to the attachment of an item

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@ -1854,7 +1854,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name); m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name);
SceneObjectGroup att = m_sceneGraph.RezSingleAttachment(remoteClient, itemID, AttachmentPt); SceneObjectGroup att = AttachmentsModule.RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt);
if (att == null) if (att == null)
{ {

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@ -2338,10 +2338,10 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID); //m_log.DebugFormat(" >>> IncomingCreateObject(userID, itemID) <<< {0} {1}", userID, itemID);
ScenePresence sp = GetScenePresence(userID); ScenePresence sp = GetScenePresence(userID);
if (sp != null) if (sp != null && AttachmentsModule != null)
{ {
uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
m_sceneGraph.RezSingleAttachment(sp.ControllingClient, itemID, attPt); AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt);
} }
return false; return false;

View File

@ -486,59 +486,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
/// <summary>
/// Rez an attachment
/// </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>
public SceneObjectGroup RezSingleAttachment(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
{
IInventoryAccessModule invAccess = m_parentScene.RequestModuleInterface<IInventoryAccessModule>();
if (invAccess != null)
{
SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, remoteClient.AgentId, true);
// m_log.DebugFormat(
// "[SCENE GRAPH]: Retrieved single object {0} for attachment to {1} on point {2}",
// objatt.Name, remoteClient.Name, AttachmentPt);
if (objatt != null)
{
bool tainted = false;
if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
tainted = true;
m_parentScene.AttachmentsModule.AttachObject(
remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false);
//objatt.ScheduleGroupForFullUpdate();
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 3 == AttachedRez
objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 3);
// Do this last so that event listeners have access to all the effects of the attachment
m_parentScene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
}
else
{
m_log.WarnFormat(
"[SCENE GRAPH]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, remoteClient.Name, AttachmentPt);
}
return objatt;
}
return null;
}
protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance) protected internal ScenePresence CreateAndAddChildScenePresence(IClientAPI client, AvatarAppearance appearance)
{ {
ScenePresence newAvatar = null; ScenePresence newAvatar = null;