Merge commit '3611d33b00650ccc71994b331e4c6595f95d3131' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.csavinationmerge
commit
8553a37881
|
@ -304,21 +304,34 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!Enabled)
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return false;
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if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append))
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{
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m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
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return true;
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}
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return false;
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AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append);
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}
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/// <summary>
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/// Internal method which actually does all the work for attaching an object.
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/// </summary>
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/// <returns>The object attached.</returns>
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/// <param name='sp'></param>
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/// <param name='group'>The object to attach.</param>
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/// <param name='attachmentPt'></param>
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/// <param name='silent'></param>
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/// <param name='temp'></param>
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/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (sp.GetAttachments().Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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if (group.GetSittingAvatarsCount() != 0)
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{
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// m_log.WarnFormat(
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@ -328,67 +341,57 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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Vector3 attachPos = group.AbsolutePosition;
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return false;
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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attachmentPt &= 0x7f;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
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// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
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if (attachmentPt == (uint)AttachmentPoint.Default)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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// At the moment we can only deal with a single attachment
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if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, group);
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
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while (attachments.Count >= 5)
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, attachments[0]);
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attachments.RemoveAt(0);
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}
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// If we're not appending, remove the rest as well
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if (attachments.Count != 0 && !append)
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{
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foreach (SceneObjectGroup g in attachments)
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{
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if (g.FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, g);
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}
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}
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lock (sp.AttachmentsSyncLock)
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{
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Vector3 attachPos = group.AbsolutePosition;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == 0)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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if (useAttachData)
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{
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group.RootPart.RotationOffset = group.RootPart.AttachRotation;
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attachPos = group.RootPart.AttachOffset;
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if (attachmentPt == 0)
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{
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attachmentPt = group.RootPart.AttachPoint;
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if (attachmentPt == 0)
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{
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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}
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else if (group.RootPart.AttachPoint != attachmentPt)
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{
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attachPos = Vector3.Zero;
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}
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}
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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@ -396,6 +399,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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if (resumeScripts)
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{
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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group.ResumeScripts();
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}
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// Do this last so that event listeners have access to all the effects of the attachment
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m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
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}
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return true;
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@ -425,8 +439,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
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// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
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// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
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// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
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bool append = (AttachmentPt & 0x80) != 0;
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AttachmentPt &= 0x7f;
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@ -558,6 +572,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}",
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// so.Name, so.LocalId, sp.Name, m_scene.Name);
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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@ -879,79 +897,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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}
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
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while (attachments.Count >= 5)
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// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
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// course of events. If not, then it's probably not worth trying to recover the situation
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// since this is more likely to trigger further exceptions and confuse later debugging. If
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// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
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// since other normal error conditions will simply return false instead.
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// This will throw if the attachment fails
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try
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, attachments[0]);
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attachments.RemoveAt(0);
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}
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// If we're not appending, remove the rest as well
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if (attachments.Count != 0 && !append)
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{
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foreach (SceneObjectGroup g in attachments)
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{
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if (g.FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, g);
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}
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}
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lock (sp.AttachmentsSyncLock)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
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// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
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// course of events. If not, then it's probably not worth trying to recover the situation
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// since this is more likely to trigger further exceptions and confuse later debugging. If
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// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
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// since other normal error conditions will simply return false instead.
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// This will throw if the attachment fails
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try
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{
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AttachObjectInternal(sp, objatt, attachmentPt, false, false, false, append);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
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objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
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// Make sure the object doesn't stick around and bail
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sp.RemoveAttachment(objatt);
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m_scene.DeleteSceneObject(objatt, false);
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return null;
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}
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if (tainted)
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objatt.HasGroupChanged = true;
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if (doc != null)
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{
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objatt.LoadScriptState(doc);
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objatt.ResetOwnerChangeFlag();
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}
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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objatt.ResumeScripts();
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// Do this last so that event listeners have access to all the effects of the attachment
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
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return objatt;
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AttachObjectInternal(sp, objatt, attachmentPt, false, true, false, append);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
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objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
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// Make sure the object doesn't stick around and bail
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sp.RemoveAttachment(objatt);
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m_scene.DeleteSceneObject(objatt, false);
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return null;
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}
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if (tainted)
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objatt.HasGroupChanged = true;
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return objatt;
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}
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/// <summary>
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@ -228,6 +228,120 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
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}
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[Test]
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public void TestWearAttachmentFromGround()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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Scene scene = CreateTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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SceneObjectGroup so2 = SceneHelpers.AddSceneObject(scene, "att2", sp.UUID);
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{
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, "att1", sp.UUID);
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Default, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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Assert.That(attSo.Name, Is.EqualTo(so.Name));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
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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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// Check item status
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Assert.That(
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sp.Appearance.GetAttachpoint(attSo.FromItemID),
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Is.EqualTo((int)AttachmentPoint.LeftHand));
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InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
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Assert.That(attachmentItem, Is.Not.Null);
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Assert.That(attachmentItem.Name, Is.EqualTo(so.Name));
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(2));
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// Check events
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
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}
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// Test wearing a different attachment from the ground.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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Assert.That(attSo.Name, Is.EqualTo(so2.Name));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
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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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// Check item status
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Assert.That(
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sp.Appearance.GetAttachpoint(attSo.FromItemID),
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Is.EqualTo((int)AttachmentPoint.LeftHand));
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InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
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Assert.That(attachmentItem, Is.Not.Null);
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Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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// Check events
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
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}
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// Test rewearing an already worn attachment from ground. Nothing should happen.
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{
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scene.AttachmentsModule.AttachObject(sp, so2, (uint)AttachmentPoint.Default, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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SceneObjectGroup attSo = attachments[0];
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Assert.That(attSo.Name, Is.EqualTo(so2.Name));
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Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
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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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// Check item status
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Assert.That(
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sp.Appearance.GetAttachpoint(attSo.FromItemID),
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Is.EqualTo((int)AttachmentPoint.LeftHand));
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InventoryItemBase attachmentItem = scene.InventoryService.GetItem(new InventoryItemBase(attSo.FromItemID));
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Assert.That(attachmentItem, Is.Not.Null);
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Assert.That(attachmentItem.Name, Is.EqualTo(so2.Name));
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InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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// Check events
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Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
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}
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}
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/// <summary>
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/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
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/// </summary>
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||||
|
@ -275,29 +389,140 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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InventoryItemBase attItem = CreateAttachmentItem(scene, ua1.PrincipalID, "att", 0x10, 0x20);
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m_numberOfAttachEventsFired = 0;
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
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{
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(
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sp, attItem.ID, (uint)AttachmentPoint.Chest);
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// Check scene presence status
|
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Assert.That(sp.HasAttachments(), Is.True);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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Assert.That(attachments.Count, Is.EqualTo(1));
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||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
Assert.That(attSo.UsesPhysics, Is.False);
|
||||
Assert.That(attSo.IsTemporary, Is.False);
|
||||
// Check scene presence status
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
Assert.That(attSo.UsesPhysics, Is.False);
|
||||
Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
// Test attaching an already attached attachment
|
||||
{
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(
|
||||
sp, attItem.ID, (uint)AttachmentPoint.Chest);
|
||||
|
||||
// Check scene presence status
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.Chest));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
Assert.That(attSo.UsesPhysics, Is.False);
|
||||
Assert.That(attSo.IsTemporary, Is.False);
|
||||
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestWearAttachmentFromInventory()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
||||
Scene scene = CreateTestScene();
|
||||
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
|
||||
|
||||
InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20);
|
||||
InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
|
||||
|
||||
{
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
|
||||
|
||||
// default attachment point is currently the left hand.
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem1.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
// Test wearing a second attachment at the same position
|
||||
// Until multiple attachments at one point is implemented, this will remove the first attachment
|
||||
// This test relies on both attachments having the same default attachment point (in this case LeftHand
|
||||
// since none other has been set).
|
||||
{
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
|
||||
|
||||
// default attachment point is currently the left hand.
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||
}
|
||||
|
||||
// Test wearing an already attached attachment
|
||||
{
|
||||
scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
|
||||
|
||||
// default attachment point is currently the left hand.
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
||||
Assert.That(attachments.Count, Is.EqualTo(1));
|
||||
SceneObjectGroup attSo = attachments[0];
|
||||
Assert.That(attSo.Name, Is.EqualTo(attItem2.Name));
|
||||
Assert.That(attSo.AttachmentPoint, Is.EqualTo((byte)AttachmentPoint.LeftHand));
|
||||
Assert.That(attSo.IsAttachment);
|
||||
|
||||
// Check appearance status
|
||||
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
|
||||
Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
||||
// Check events
|
||||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(3));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in New Issue