move common code into AttachmentsModule.DeleteAttachmentsFromScene()
parent
3aa86d22d1
commit
7d58b5fa15
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@ -148,6 +148,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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}
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}
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public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
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{
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foreach (SceneObjectGroup sop in sp.GetAttachments())
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{
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sop.Scene.DeleteSceneObject(sop, silent);
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}
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sp.ClearAttachments();
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}
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/// <summary>
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/// <summary>
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/// Called by client
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/// Called by client
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/// </summary>
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/// </summary>
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@ -559,11 +559,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
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protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
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{
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{
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foreach (SceneObjectGroup sop in sp.GetAttachments())
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sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
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{
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sop.Scene.DeleteSceneObject(sop, true);
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}
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sp.ClearAttachments();
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}
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}
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protected void KillEntity(Scene scene, uint localID)
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protected void KillEntity(Scene scene, uint localID)
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@ -47,6 +47,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="sp"></param>
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/// <param name="sp"></param>
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void SaveChangedAttachments(IScenePresence sp);
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void SaveChangedAttachments(IScenePresence sp);
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/// <summary>
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/// Delete all the presence's attachments from the scene
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/// </summary>
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/// <param name="sp">
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/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
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/// </param>
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/// <param name="silent"></param>
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void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
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/// <summary>
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/// <summary>
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/// Attach an object to an avatar from the world.
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/// Attach an object to an avatar from the world.
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/// </summary>
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/// </summary>
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@ -62,9 +62,22 @@ namespace OpenSim.Region.Framework.Interfaces
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/// A copy of the list.
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/// A copy of the list.
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/// </returns>
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/// </returns>
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/// <remarks>
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/// <remarks>
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/// Do not change this list directly - use methods such as
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/// Do not change this list directly - use the attachments module.
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/// AddAttachment() and RemoveAttachment().
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/// </remarks>
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/// </remarks>
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List<SceneObjectGroup> GetAttachments();
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List<SceneObjectGroup> GetAttachments();
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/// <summary>
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/// The scene objects attached to this avatar at a specific attachment point.
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/// </summary>
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/// <param name="attachmentPoint"></param>
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/// <returns></returns>
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List<SceneObjectGroup> GetAttachments(uint attachmentPoint);
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bool HasAttachments();
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// Don't use these methods directly. Instead, use the AttachmentsModule
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void AddAttachment(SceneObjectGroup gobj);
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void RemoveAttachment(SceneObjectGroup gobj);
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void ClearAttachments();
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}
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}
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}
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}
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@ -3401,19 +3401,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Close()
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public void Close()
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{
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{
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lock (m_attachments)
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m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false);
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{
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// Delete attachments from scene
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// Don't try to save, as this thread won't live long
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// enough to complete the save. This would cause no copy
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// attachments to poof!
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//
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foreach (SceneObjectGroup grp in m_attachments)
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{
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m_scene.DeleteSceneObject(grp, false);
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}
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m_attachments.Clear();
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}
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lock (m_knownChildRegions)
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lock (m_knownChildRegions)
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{
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{
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@ -143,11 +143,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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if (!m_avatars.ContainsKey(agentId))
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if (!m_avatars.ContainsKey(agentId))
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return false;
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return false;
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// FIXME: An extremely bad bit of code that reaches directly into the attachments list and manipulates it
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scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
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foreach (SceneObjectGroup att in sp.GetAttachments())
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scene.DeleteSceneObject(att, false);
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sp.ClearAttachments();
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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sp.Appearance = npcAppearance;
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sp.Appearance = npcAppearance;
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