This script allows an object to be attached directly from prim inventory to another avatar in the scene.

Very useful in serious game/environment scenarios where its only allowed for trusted creators.
Threat level Severe
0.7.3-extended
Justin Clark-Casey (justincc) 2012-07-09 23:08:41 +01:00
parent c62b46a167
commit 596caf41db
4 changed files with 96 additions and 5 deletions

View File

@ -2941,13 +2941,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{ {
CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatarFromInventory"); CheckThreatLevel(ThreatLevel.High, "osForceAttachToAvatarFromInventory");
m_host.AddScriptLPS(1);
ForceAttachToAvatarFromInventory(m_host.OwnerID, itemName, attachmentPoint);
}
public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
{
CheckThreatLevel(ThreatLevel.Severe, "osForceAttachToOtherAvatarFromInventory");
m_host.AddScriptLPS(1);
UUID avatarId;
if (!UUID.TryParse(rawAvatarId, out avatarId))
return;
ForceAttachToAvatarFromInventory(avatarId, itemName, attachmentPoint);
}
public void ForceAttachToAvatarFromInventory(UUID avatarId, string itemName, int attachmentPoint)
{
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
if (attachmentsModule == null) if (attachmentsModule == null)
return; return;
m_host.AddScriptLPS(1);
InitLSL(); InitLSL();
TaskInventoryItem item = m_host.Inventory.GetInventoryItem(itemName); TaskInventoryItem item = m_host.Inventory.GetInventoryItem(itemName);
@ -2970,7 +2989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
return; return;
} }
ScenePresence sp = World.GetScenePresence(m_host.OwnerID); ScenePresence sp = World.GetScenePresence(avatarId);
if (sp == null) if (sp == null)
return; return;

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@ -101,18 +101,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
// Attachment commands // Attachment commands
/// <summary> /// <summary>
/// Attach the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH /// Attach the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
/// </summary> /// </summary>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param> /// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToAvatar(int attachment); void osForceAttachToAvatar(int attachment);
/// <summary> /// <summary>
/// Attach the inventory item in the object containing this script to the avatar that owns it without checking for PERMISSION_ATTACH /// Attach an inventory item in the object containing this script to the avatar that owns it without asking for PERMISSION_ATTACH
/// </summary> /// </summary>
/// <remarks>
/// Nothing happens if the owner is not in the region.
/// </remarks>
/// <param name='itemName'>Tha name of the item. If this is not found then a warning is said to the owner</param> /// <param name='itemName'>Tha name of the item. If this is not found then a warning is said to the owner</param>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param> /// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToAvatarFromInventory(string itemName, int attachment); void osForceAttachToAvatarFromInventory(string itemName, int attachment);
/// <summary>
/// Attach an inventory item in the object containing this script to any avatar in the region without asking for PERMISSION_ATTACH
/// </summary>
/// <remarks>
/// Nothing happens if the avatar is not in the region.
/// </remarks>
/// <param name='rawAvatarId'>The UUID of the avatar to which to attach. Nothing happens if this is not a UUID</para>
/// <param name='itemName'>The name of the item. If this is not found then a warning is said to the owner</param>
/// <param name='attachment'>The attachment point. For example, ATTACH_CHEST</param>
void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint);
/// <summary> /// <summary>
/// Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH /// Detach the object containing this script from the avatar it is attached to without checking for PERMISSION_ATTACH
/// </summary> /// </summary>

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@ -301,6 +301,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
m_OSSL_Functions.osForceAttachToAvatarFromInventory(itemName, attachmentPoint); m_OSSL_Functions.osForceAttachToAvatarFromInventory(itemName, attachmentPoint);
} }
public void osForceAttachToOtherAvatarFromInventory(string rawAvatarId, string itemName, int attachmentPoint)
{
m_OSSL_Functions.osForceAttachToOtherAvatarFromInventory(rawAvatarId, itemName, attachmentPoint);
}
public void osForceDetachFromAvatar() public void osForceDetachFromAvatar()
{ {
m_OSSL_Functions.osForceDetachFromAvatar(); m_OSSL_Functions.osForceDetachFromAvatar();

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@ -174,5 +174,58 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments(); List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0)); Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
} }
[Test]
public void TestOsForceAttachToOtherAvatarFromInventory()
{
TestHelpers.InMethod();
TestHelpers.EnableLogging();
string taskInvObjItemName = "sphere";
UUID taskInvObjItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
AttachmentPoint attachPoint = AttachmentPoint.Chin;
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "one", 0x1, "pass");
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(m_scene, "user", "two", 0x2, "pass");
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, ua1);
SceneObjectGroup inWorldObj = SceneHelpers.AddSceneObject(m_scene, "inWorldObj", ua1.PrincipalID);
TaskInventoryItem scriptItem = TaskInventoryHelpers.AddScript(m_scene, inWorldObj.RootPart);
new LSL_Api().Initialize(m_engine, inWorldObj.RootPart, scriptItem);
OSSL_Api osslApi = new OSSL_Api();
osslApi.Initialize(m_engine, inWorldObj.RootPart, scriptItem);
// Create an object embedded inside the first
TaskInventoryHelpers.AddSceneObject(m_scene, inWorldObj.RootPart, taskInvObjItemName, taskInvObjItemId, ua1.PrincipalID);
ScenePresence sp2 = SceneHelpers.AddScenePresence(m_scene, ua2);
osslApi.osForceAttachToOtherAvatarFromInventory(sp2.UUID.ToString(), taskInvObjItemName, (int)attachPoint);
// Check scene presence status
Assert.That(sp.HasAttachments(), Is.False);
List<SceneObjectGroup> attachments = sp.GetAttachments();
Assert.That(attachments.Count, Is.EqualTo(0));
Assert.That(sp2.HasAttachments(), Is.True);
List<SceneObjectGroup> attachments2 = sp2.GetAttachments();
Assert.That(attachments2.Count, Is.EqualTo(1));
SceneObjectGroup attSo = attachments2[0];
Assert.That(attSo.Name, Is.EqualTo(taskInvObjItemName));
Assert.That(attSo.OwnerID, Is.EqualTo(ua2.PrincipalID));
Assert.That(attSo.AttachmentPoint, Is.EqualTo((uint)attachPoint));
Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False);
// Check appearance status
List<AvatarAttachment> attachmentsInAppearance = sp.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance.Count, Is.EqualTo(0));
List<AvatarAttachment> attachmentsInAppearance2 = sp2.Appearance.GetAttachments();
Assert.That(attachmentsInAppearance2.Count, Is.EqualTo(1));
Assert.That(sp2.Appearance.GetAttachpoint(attachmentsInAppearance2[0].ItemID), Is.EqualTo((uint)attachPoint));
}
} }
} }