refactor: move Scene.Inventory.attachObjectAssetStore() into AttachmentsModule.AddSceneObjectAsAttachment()
parent
274e354006
commit
5eeee480d4
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@ -46,7 +46,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Scene m_scene = null;
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private Scene m_scene = null;
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private IDialogModule m_dialogModule;
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public string Name { get { return "Attachments Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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@ -56,6 +57,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void AddRegion(Scene scene)
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{
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m_scene = scene;
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m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
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m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
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m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
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// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
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@ -228,7 +230,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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itemID = group.GetFromItemID();
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if (itemID == UUID.Zero)
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m_scene.attachObjectAssetStore(sp.ControllingClient, group, out itemID);
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AddSceneObjectAsAttachment(sp.ControllingClient, group, out itemID);
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ShowAttachInUserInventory(sp, AttachmentPt, itemID, group);
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@ -656,5 +658,101 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// it get cleaned up
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so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
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}
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/// <summary>
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/// Add a scene object that was previously free in the scene as an attachment to an avatar.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="grp"></param>
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/// <param name="itemID"></param>
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/// <returns></returns>
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private UUID AddSceneObjectAsAttachment(IClientAPI remoteClient, SceneObjectGroup grp, out UUID itemID)
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{
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// m_log.DebugFormat("[SCENE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId);
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itemID = UUID.Zero;
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Vector3 inventoryStoredPosition = new Vector3
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(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.X)
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,
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(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.Y,
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grp.AbsolutePosition.Z);
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Vector3 originalPosition = grp.AbsolutePosition;
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grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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grp.AbsolutePosition = originalPosition;
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AssetBase asset = m_scene.CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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remoteClient.AgentId);
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m_scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = grp.RootPart.CreatorID.ToString();
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item.CreatorData = grp.RootPart.CreatorData;
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item.Owner = remoteClient.AgentId;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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item.Folder = UUID.Zero;
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if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
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{
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item.BasePermissions = grp.RootPart.NextOwnerMask;
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item.CurrentPermissions = grp.RootPart.NextOwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask;
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item.GroupPermissions = grp.RootPart.GroupMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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// sets itemID so client can show item as 'attached' in inventory
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grp.SetFromItemID(item.ID);
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if (m_scene.AddInventoryItem(item))
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{
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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}
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else
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{
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if (m_dialogModule != null)
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m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
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}
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itemID = item.ID;
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return item.AssetID;
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}
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}
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}
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@ -1871,90 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, out UUID itemID)
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{
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// m_log.DebugFormat("[SCENE]: Called attachObjectAssetStore for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId);
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itemID = UUID.Zero;
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Vector3 inventoryStoredPosition = new Vector3
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(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.X)
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,
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(grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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? Constants.RegionSize - 6
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: grp.AbsolutePosition.Y,
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grp.AbsolutePosition.Z);
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Vector3 originalPosition = grp.AbsolutePosition;
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grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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grp.AbsolutePosition = originalPosition;
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AssetBase asset = CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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remoteClient.AgentId);
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AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = grp.RootPart.CreatorID.ToString();
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item.CreatorData = grp.RootPart.CreatorData;
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item.Owner = remoteClient.AgentId;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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item.Folder = UUID.Zero;
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if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
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{
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item.BasePermissions = grp.RootPart.NextOwnerMask;
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item.CurrentPermissions = grp.RootPart.NextOwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask;
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item.GroupPermissions = grp.RootPart.GroupMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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// sets itemID so client can show item as 'attached' in inventory
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grp.SetFromItemID(item.ID);
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if (AddInventoryItem(item))
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remoteClient.SendInventoryItemCreateUpdate(item, 0);
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else
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m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
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itemID = item.ID;
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return item.AssetID;
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}
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/// <summary>
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/// Event Handler Rez an object into a scene
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/// Calls the non-void event handler
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