Go back to setting appearance directly in NPCModule.SetAppearance() to fix mantis 5914
The part reverted is from commit 2ebb421
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Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments.
I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :)
Regression test added for this case.
Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
0.7.3-post-fixes
parent
5e9ed22e84
commit
824318a0c1
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@ -88,22 +88,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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public bool SetNPCAppearance(UUID agentId, AvatarAppearance appearance, Scene scene)
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{
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ScenePresence sp = scene.GetScenePresence(agentId);
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if (sp == null || sp.IsChildAgent)
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ScenePresence npc = scene.GetScenePresence(agentId);
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if (npc == null || npc.IsChildAgent)
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return false;
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lock (m_avatars)
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if (!m_avatars.ContainsKey(agentId))
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return false;
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// Delete existing sp attachments
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scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
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// Delete existing npc attachments
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scene.AttachmentsModule.DeleteAttachmentsFromScene(npc, false);
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// Set new sp appearance. Also sends to clients.
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scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
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// XXX: We can't just use IAvatarFactoryModule.SetAppearance() yet since it doesn't transfer attachments
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AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
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npc.Appearance = npcAppearance;
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// Rez needed sp attachments
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scene.AttachmentsModule.RezAttachments(sp);
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// Rez needed npc attachments
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scene.AttachmentsModule.RezAttachments(npc);
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IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
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module.SendAppearance(npc.UUID);
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return true;
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}
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@ -139,7 +139,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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}
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[Test]
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public void TestAttachments()
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public void TestCreateWithAttachments()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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@ -178,6 +178,50 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
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}
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[Test]
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public void TestLoadAppearance()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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UUID userId = TestHelpers.ParseTail(0x1);
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UserAccountHelpers.CreateUserWithInventory(scene, userId);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), UUID.Zero, true, scene, sp.Appearance);
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// Now add the attachment to the original avatar and use that to load a new appearance
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// TODO: Could also run tests loading from a notecard though this isn't much different for our purposes here
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UUID attItemId = TestHelpers.ParseTail(0x2);
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UUID attAssetId = TestHelpers.ParseTail(0x3);
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string attName = "att";
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UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
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am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
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npcModule.SetNPCAppearance(npcId, sp.Appearance, scene);
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ScenePresence npc = scene.GetScenePresence(npcId);
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// Check scene presence status
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Assert.That(npc.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = npc.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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// Just for now, we won't test the name since this is (wrongly) the asset part name rather than the item
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// name. TODO: Do need to fix ultimately since the item may be renamed before being passed on to an NPC.
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// Assert.That(attSo.Name, Is.EqualTo(attName));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
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Assert.That(attSo.IsAttachment);
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Assert.That(attSo.UsesPhysics, Is.False);
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Assert.That(attSo.IsTemporary, Is.False);
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Assert.That(attSo.OwnerID, Is.EqualTo(npc.UUID));
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}
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[Test]
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public void TestMove()
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{
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