Change AttachmentsModule.DetachSingleAttachmentToInv() to accept a SOG directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand. Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar0.7.3-extended
parent
733a8c9f89
commit
663b0cc681
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@ -302,10 +302,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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{
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UUID oldAttachmentItemID = attachments[0].FromItemID;
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if (oldAttachmentItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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else
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m_log.WarnFormat(
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"[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!",
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@ -442,18 +440,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
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}
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public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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{
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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bool changed = sp.Appearance.DetachAttachment(itemID);
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if (so.AttachedAvatar != sp.UUID)
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
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so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
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return;
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}
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bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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DetachSingleAttachmentToInvInternal(sp, itemID);
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DetachSingleAttachmentToInvInternal(sp, so);
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}
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}
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@ -657,39 +664,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
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// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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if (itemID == UUID.Zero) // If this happened, someone made a mistake....
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return;
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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m_scene.DeleteSceneObject(so, false);
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lock (sp.AttachmentsSyncLock)
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{
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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foreach (SceneObjectGroup group in attachments)
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{
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if (group.FromItemID == itemID)
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{
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m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
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sp.RemoveAttachment(group);
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m_scene.DeleteSceneObject(group, false);
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// Prepare sog for storage
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group.AttachedAvatar = UUID.Zero;
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group.RootPart.SetParentLocalId(0);
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group.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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UpdateKnownItem(sp, group, true);
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return;
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}
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}
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}
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UpdateKnownItem(sp, so, true);
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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@ -897,8 +886,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
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if (sp != null && group != null)
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DetachSingleAttachmentToInv(sp, group.FromItemID);
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DetachSingleAttachmentToInv(sp, group);
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}
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private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
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@ -908,7 +898,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp != null)
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DetachSingleAttachmentToInv(sp, itemID);
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{
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lock (sp.AttachmentsSyncLock)
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{
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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foreach (SceneObjectGroup group in attachments)
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{
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if (group.FromItemID == itemID)
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{
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DetachSingleAttachmentToInv(sp, group);
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return;
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}
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}
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}
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}
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}
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private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
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@ -227,9 +227,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, attItem.ID);
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SceneObjectGroup so
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= (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, so);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.False);
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@ -109,11 +109,11 @@ namespace OpenSim.Region.Framework.Interfaces
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
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/// <summary>
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/// Detach the given item so that it remains in the user's inventory.
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/// Detach the given attachment so that it remains in the user's inventory.
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/// </summary>
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/// <param name="sp">/param>
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/// <param name="itemID"></param>
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void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
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/// <param name="grp">The attachment to detach.</param>
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void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
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/// <summary>
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/// Update the position of an attachment.
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@ -72,6 +72,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns></returns>
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List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
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/// <summary>
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/// Does this avatar have any attachments?
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/// </summary>
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/// <returns></returns>
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bool HasAttachments();
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// Don't use these methods directly. Instead, use the AttachmentsModule
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@ -2950,15 +2950,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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private void DetachWrapper(object o)
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{
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SceneObjectPart host = (SceneObjectPart)o;
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SceneObjectGroup grp = host.ParentGroup;
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UUID itemID = grp.FromItemID;
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ScenePresence presence = World.GetScenePresence(host.OwnerID);
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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if (attachmentsModule != null)
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attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
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if (World.AttachmentsModule != null)
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{
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SceneObjectPart host = (SceneObjectPart)o;
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ScenePresence presence = World.GetScenePresence(host.OwnerID);
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World.AttachmentsModule.DetachSingleAttachmentToInv(presence, host.ParentGroup);
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}
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}
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public void llAttachToAvatar(int attachmentPoint)
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