diff --git a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs index 515637eac0..9a6ca8640a 100644 --- a/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs +++ b/OpenSim/Capabilities/Handlers/WebFetchInventoryDescendents/WebFetchInvDescHandler.cs @@ -301,7 +301,8 @@ namespace OpenSim.Capabilities.Handlers InventoryItemBase linkedItem = m_InventoryService.GetItem(new InventoryItemBase(link.AssetID)); - itemsToReturn.Insert(0, linkedItem); + if (linkedItem != null) + itemsToReturn.Insert(0, linkedItem); } } } diff --git a/OpenSim/Framework/IScene.cs b/OpenSim/Framework/IScene.cs index b2604f4a39..a9432c2df3 100644 --- a/OpenSim/Framework/IScene.cs +++ b/OpenSim/Framework/IScene.cs @@ -56,6 +56,11 @@ namespace OpenSim.Framework public interface IScene { + /// + /// The name of this scene. + /// + string Name { get; } + RegionInfo RegionInfo { get; } RegionStatus RegionStatus { get; set; } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs index d76927be9f..119a677f80 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs @@ -44,9 +44,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests } protected int m_objectNameCallsReceived; - public MockScene() + public MockScene() : base(new RegionInfo(1000, 1000, null, null)) { - m_regInfo = new RegionInfo(1000, 1000, null, null); m_regStatus = RegionStatus.Up; } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index fcf682b9a9..1fa5ec04dc 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -366,10 +366,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // At the moment we can only deal with a single attachment if (attachments.Count != 0) { - UUID oldAttachmentItemID = attachments[0].FromItemID; - - if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID); + if (attachments[0].FromItemID != UUID.Zero) + DetachSingleAttachmentToInvInternal(sp, attachments[0]); else 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!", @@ -434,12 +432,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } - SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc); - - if (att == null) - DetachSingleAttachmentToInv(sp, itemID); - - return att; + return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc); } public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) @@ -516,18 +509,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); } - public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) + public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) { lock (sp.AttachmentsSyncLock) { // Save avatar attachment information // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); - bool changed = sp.Appearance.DetachAttachment(itemID); + if (so.AttachedAvatar != sp.UUID) + { + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", + so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); + + return; + } + + bool changed = sp.Appearance.DetachAttachment(so.FromItemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - DetachSingleAttachmentToInvInternal(sp, itemID); + DetachSingleAttachmentToInvInternal(sp, so); } } @@ -794,46 +796,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments 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) + private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so) { // 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; + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); + sp.RemoveAttachment(so); + m_scene.DeleteSceneObject(so, false); - // 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; + // Prepare sog for storage + so.AttachedAvatar = UUID.Zero; + so.RootPart.SetParentLocalId(0); + so.IsAttachment = false; + so.AbsolutePosition = so.RootPart.AttachedPos; - lock (sp.AttachmentsSyncLock) - { - foreach (EntityBase entity in detachEntities) - { - if (entity is SceneObjectGroup) - { - group = (SceneObjectGroup)entity; - if (group.FromItemID == itemID) - { - m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - sp.RemoveAttachment(group); - m_scene.DeleteSceneObject(group, false); - - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; - - UpdateKnownItem(sp, group, true); - - return; - } - } - } - } + UpdateKnownItem(sp, so, true); } protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( @@ -1047,8 +1024,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); + if (sp != null && group != null) - DetachSingleAttachmentToInv(sp, group.FromItemID); + DetachSingleAttachmentToInv(sp, group); } private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) @@ -1058,7 +1036,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp != null) - DetachSingleAttachmentToInv(sp, itemID); + { + lock (sp.AttachmentsSyncLock) + { + List attachments = sp.GetAttachments(); + + foreach (SceneObjectGroup group in attachments) + { + if (group.FromItemID == itemID) + { + DetachSingleAttachmentToInv(sp, group); + return; + } + } + } + } } private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 1c10422e3f..df99d0c024 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20); - scene.AttachmentsModule.RezSingleAttachmentFromInventory( - sp, attItem.ID, (uint)AttachmentPoint.Chest); - scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID); + SceneObjectGroup so + = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory( + sp, attItem.ID, (uint)AttachmentPoint.Chest); + scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so); // Check status on scene presence Assert.That(sp.HasAttachments(), Is.False); diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 7446530cb6..e7b9ba5fb2 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -114,11 +114,11 @@ namespace OpenSim.Region.Framework.Interfaces void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); /// - /// Detach the given item so that it remains in the user's inventory. + /// Detach the given attachment so that it remains in the user's inventory. /// /// /param> - /// - void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); + /// The attachment to detach. + void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); /// Update the position of an attachment. /// diff --git a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs index 19a8236427..e6b926ce8c 100644 --- a/OpenSim/Region/Framework/Interfaces/IScenePresence.cs +++ b/OpenSim/Region/Framework/Interfaces/IScenePresence.cs @@ -72,6 +72,10 @@ namespace OpenSim.Region.Framework.Interfaces /// List GetAttachments(uint attachmentPoint); + /// + /// Does this avatar have any attachments? + /// + /// bool HasAttachments(); // Don't use these methods directly. Instead, use the AttachmentsModule diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 8591b09e2e..8c76b8264c 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -637,7 +637,6 @@ namespace OpenSim.Region.Framework.Scenes m_SimulationDataService = simDataService; m_EstateDataService = estateDataService; m_regionHandle = m_regInfo.RegionHandle; - m_regionName = m_regInfo.RegionName; m_lastIncoming = 0; m_lastOutgoing = 0; @@ -654,7 +653,7 @@ namespace OpenSim.Region.Framework.Scenes // resave. // FIXME: It shouldn't be up to the database plugins to create this data - we should do it when a new // region is set up and avoid these gyrations. - RegionSettings rs = simDataService.LoadRegionSettings(m_regInfo.RegionID); + RegionSettings rs = simDataService.LoadRegionSettings(RegionInfo.RegionID); bool updatedTerrainTextures = false; if (rs.TerrainTexture1 == UUID.Zero) { @@ -683,10 +682,10 @@ namespace OpenSim.Region.Framework.Scenes if (updatedTerrainTextures) rs.Save(); - m_regInfo.RegionSettings = rs; + RegionInfo.RegionSettings = rs; if (estateDataService != null) - m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); + RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); #endregion Region Settings @@ -861,7 +860,7 @@ namespace OpenSim.Region.Framework.Scenes StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; } - public Scene(RegionInfo regInfo) + public Scene(RegionInfo regInfo) : base(regInfo) { PhysicalPrims = true; CollidablePrims = true; @@ -888,7 +887,6 @@ namespace OpenSim.Region.Framework.Scenes WestBorders.Add(westBorder); BordersLocked = false; - m_regInfo = regInfo; m_eventManager = new EventManager(); m_permissions = new ScenePermissions(this); @@ -1232,8 +1230,8 @@ namespace OpenSim.Region.Framework.Scenes m_sceneGraph.Close(); - if (!GridService.DeregisterRegion(m_regInfo.RegionID)) - m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName); + if (!GridService.DeregisterRegion(RegionInfo.RegionID)) + m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name); // call the base class Close method. base.Close(); @@ -1770,14 +1768,14 @@ namespace OpenSim.Region.Framework.Scenes public void StoreWindlightProfile(RegionLightShareData wl) { - m_regInfo.WindlightSettings = wl; + RegionInfo.WindlightSettings = wl; SimulationDataService.StoreRegionWindlightSettings(wl); m_eventManager.TriggerOnSaveNewWindlightProfile(); } public void LoadWindlightProfile() { - m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); + RegionInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(RegionInfo.RegionID); m_eventManager.TriggerOnSaveNewWindlightProfile(); } @@ -2318,7 +2316,7 @@ namespace OpenSim.Region.Framework.Scenes ForceSceneObjectBackup(so); so.DetachFromBackup(); - SimulationDataService.RemoveObject(so.UUID, m_regInfo.RegionID); + SimulationDataService.RemoveObject(so.UUID, RegionInfo.RegionID); } // We need to keep track of this state in case this group is still queued for further backup. @@ -2662,7 +2660,7 @@ namespace OpenSim.Region.Framework.Scenes // enter. Period. // int flags = GetUserFlags(sceneObject.OwnerID); - if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) + if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags)) { m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); @@ -3908,9 +3906,9 @@ namespace OpenSim.Region.Framework.Scenes } } - if (m_regInfo.EstateSettings != null) + if (RegionInfo.EstateSettings != null) { - if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0)) + if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0)) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); @@ -3942,7 +3940,7 @@ namespace OpenSim.Region.Framework.Scenes } bool groupAccess = false; - UUID[] estateGroups = m_regInfo.EstateSettings.EstateGroups; + UUID[] estateGroups = RegionInfo.EstateSettings.EstateGroups; if (estateGroups != null) { @@ -3960,8 +3958,8 @@ namespace OpenSim.Region.Framework.Scenes m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); } - if (!m_regInfo.EstateSettings.PublicAccess && - !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && + if (!RegionInfo.EstateSettings.PublicAccess && + !RegionInfo.EstateSettings.HasAccess(agent.AgentID) && !groupAccess) { m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", @@ -4034,7 +4032,7 @@ namespace OpenSim.Region.Framework.Scenes // if (loggingOffUser != null) // { // UUID localRegionSecret = UUID.Zero; -// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret); +// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); // // // Region Secret is used here in case a new sessionid overwrites an old one on the user server. // // Will update the user server in a few revisions to use it. @@ -4272,13 +4270,13 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence sp = GetScenePresence(remoteClient.AgentId); if (sp != null) { - uint regionX = m_regInfo.RegionLocX; - uint regionY = m_regInfo.RegionLocY; + uint regionX = RegionInfo.RegionLocX; + uint regionY = RegionInfo.RegionLocY; Utils.LongToUInts(regionHandle, out regionX, out regionY); - int shiftx = (int) regionX - (int) m_regInfo.RegionLocX * (int)Constants.RegionSize; - int shifty = (int) regionY - (int) m_regInfo.RegionLocY * (int)Constants.RegionSize; + int shiftx = (int) regionX - (int) RegionInfo.RegionLocX * (int)Constants.RegionSize; + int shifty = (int) regionY - (int) RegionInfo.RegionLocY * (int)Constants.RegionSize; position.X += shiftx; position.Y += shifty; @@ -4301,7 +4299,7 @@ namespace OpenSim.Region.Framework.Scenes if (!result) { - regionHandle = m_regInfo.RegionHandle; + regionHandle = RegionInfo.RegionHandle; } else { @@ -4807,7 +4805,7 @@ namespace OpenSim.Region.Framework.Scenes public void DeleteFromStorage(UUID uuid) { - SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); + SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); } public int GetHealth(out int flags, out string message) @@ -5288,7 +5286,7 @@ Environment.Exit(1); IEstateDataService estateDataService = EstateDataService; if (estateDataService != null) { - m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); + RegionInfo.EstateSettings = estateDataService.LoadEstateSettings(RegionInfo.RegionID, false); TriggerEstateSunUpdate(); } } diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index 9b8a3ae3c9..e8134cd866 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -51,6 +51,8 @@ namespace OpenSim.Region.Framework.Scenes #endregion #region Fields + + public string Name { get { return RegionInfo.RegionName; } } public IConfigSource Config { @@ -148,6 +150,11 @@ namespace OpenSim.Region.Framework.Scenes #endregion + public SceneBase(RegionInfo regInfo) + { + RegionInfo = regInfo; + } + #region Update Methods /// @@ -211,10 +218,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - public virtual RegionInfo RegionInfo - { - get { return m_regInfo; } - } + public virtual RegionInfo RegionInfo { get; private set; } #region admin stuff diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 54b69a2c73..f3b0630843 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1270,7 +1270,7 @@ namespace OpenSim.Region.Physics.OdePlugin public override void UnSubscribeEvents() { - CollisionEventsThisFrame.Clear(); + _parent_scene.RemoveCollisionEventReporting(this); // Don't clear collision event reporting here. This is called directly from scene code and so can lead // to a race condition with the simulate loop diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index c6ecc68ae9..32e81e2ea1 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// A dictionary of actors that should receive collision events. /// - private readonly Dictionary _collisionEventPrim = new Dictionary(); + private readonly Dictionary m_collisionEventActors = new Dictionary(); /// /// A dictionary of collision event changes that are waiting to be processed. /// - private readonly Dictionary _collisionEventPrimChanges = new Dictionary(); + private readonly Dictionary m_collisionEventActorsChanges = new Dictionary(); /// /// Maps a unique geometry id (a memory location) to a physics actor name. @@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin { // m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); - lock (_collisionEventPrimChanges) - _collisionEventPrimChanges[obj.LocalID] = obj; + lock (m_collisionEventActorsChanges) + m_collisionEventActorsChanges[obj.LocalID] = obj; } /// @@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin { // m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); - lock (_collisionEventPrimChanges) - _collisionEventPrimChanges[obj.LocalID] = null; + lock (m_collisionEventActorsChanges) + m_collisionEventActorsChanges[obj.LocalID] = null; } #region Add/Remove Entities @@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential // deadlock if the collision event tries to lock something else later on which is already locked by a // caller that is adding or removing the collision event. - lock (_collisionEventPrimChanges) + lock (m_collisionEventActorsChanges) { - foreach (KeyValuePair kvp in _collisionEventPrimChanges) + foreach (KeyValuePair kvp in m_collisionEventActorsChanges) { if (kvp.Value == null) - _collisionEventPrim.Remove(kvp.Key); + m_collisionEventActors.Remove(kvp.Key); else - _collisionEventPrim[kvp.Key] = kvp.Value; + m_collisionEventActors[kvp.Key] = kvp.Value; } - _collisionEventPrimChanges.Clear(); + m_collisionEventActorsChanges.Clear(); } if (SupportsNINJAJoints) @@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin tempTick = tempTick2; } - foreach (PhysicsActor obj in _collisionEventPrim.Values) + foreach (PhysicsActor obj in m_collisionEventActors.Values) { // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); @@ -3227,10 +3227,10 @@ namespace OpenSim.Region.Physics.OdePlugin } tickCountFrameRun = Util.EnvironmentTickCount(); - } - if (CollectStats) - m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); + if (CollectStats) + m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); + } return fps; } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 389980e3ec..04c4c00778 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3267,15 +3267,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api private void DetachWrapper(object o) { - SceneObjectPart host = (SceneObjectPart)o; - - SceneObjectGroup grp = host.ParentGroup; - UUID itemID = grp.FromItemID; - ScenePresence presence = World.GetScenePresence(host.OwnerID); - - IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; - if (attachmentsModule != null) - attachmentsModule.DetachSingleAttachmentToInv(presence, itemID); + if (World.AttachmentsModule != null) + { + SceneObjectPart host = (SceneObjectPart)o; + ScenePresence presence = World.GetScenePresence(host.OwnerID); + World.AttachmentsModule.DetachSingleAttachmentToInv(presence, host.ParentGroup); + } } public void llAttachToAvatar(int attachmentPoint) diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 79d1944a77..7364b193ba 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -847,27 +847,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine if (engine == ScriptEngineName) { // If we are falling back on XEngine as the default engine, then only complain to the user - // if a script language has been explicitly set and it's one that we recognize. If it's + // if a script language has been explicitly set and it's one that we recognize or there are + // no non-whitespace characters after the colon. + // + // If the script is // explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message. // + // If the colon ends the line then we'll risk the false positive as this is more likely + // to signal a real scriptengine line where the user wants to use the default compile language. + // // This avoids the overwhelming number of false positives where we're in this code because // there's a colon in a comment in the first line of a script for entirely // unrelated reasons (e.g. vim settings). // // TODO: A better fix would be to deprecate simple : detection and look for some less likely // string to begin the comment (like #! in unix shell scripts). - bool scriptExplicitlyInXEngineLanguage = false; - string restOfScript = script.Substring(colon + 1); + bool warnRunningInXEngine = false; + string restOfFirstLine = firstline.Substring(colon + 1); // FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs - if (restOfScript.StartsWith("c#") - || restOfScript.StartsWith("vb") - || restOfScript.StartsWith("lsl") - || restOfScript.StartsWith("js") - || restOfScript.StartsWith("yp")) - scriptExplicitlyInXEngineLanguage = true; + if (restOfFirstLine.StartsWith("c#") + || restOfFirstLine.StartsWith("vb") + || restOfFirstLine.StartsWith("lsl") + || restOfFirstLine.StartsWith("js") + || restOfFirstLine.StartsWith("yp") + || restOfFirstLine.Length == 0) + warnRunningInXEngine = true; - if (scriptExplicitlyInXEngineLanguage) + if (warnRunningInXEngine) { SceneObjectPart part = m_Scene.GetSceneObjectPart(