Removed all refs to IClientAPI from IAttachmentsModule. Separated client handlers for attachments to call public interface and rearranged module file into sections
parent
bfa405e6f7
commit
92c88121c7
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@ -44,6 +44,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
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public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
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{
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#region INonSharedRegionModule
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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@ -92,26 +93,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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RemoveRegion(m_scene);
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}
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public void SubscribeToClientEvents(IClientAPI client)
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{
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client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory;
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client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory;
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client.OnObjectAttach += AttachObject;
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client.OnObjectDetach += DetachObject;
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client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv;
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client.OnObjectDrop += DetachSingleAttachmentToGround;
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}
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public void UnsubscribeFromClientEvents(IClientAPI client)
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{
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client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory;
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client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory;
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client.OnObjectAttach -= AttachObject;
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client.OnObjectDetach -= DetachObject;
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client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv;
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client.OnObjectDrop -= DetachSingleAttachmentToGround;
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}
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#endregion
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#region IAttachmentsModule
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/// <summary>
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/// RezAttachments. This should only be called upon login on the first region.
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@ -174,7 +159,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// {
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grp.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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UpdateKnownItem(sp.ControllingClient, grp);
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UpdateKnownItem(sp, grp);
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grp.IsAttachment = true;
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// }
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}
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@ -197,68 +182,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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sp.ClearAttachments();
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}
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/// <summary>
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/// Called by client
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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private void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
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// objectLocalID, remoteClient.Name, AttachmentPt, silent);
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if (!Enabled)
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return;
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try
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{
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp == null)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
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return;
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}
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// If we can't take it, we can't attach it!
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SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
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if (part == null)
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return;
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if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
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{
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remoteClient.SendAgentAlertMessage(
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"You don't have sufficient permissions to attach this object", false);
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return;
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}
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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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// Calls attach with a Zero position
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
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{
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m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
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// Save avatar attachment information
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m_log.Debug(
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"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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+ ", AttachmentPoint: " + AttachmentPt);
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
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}
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}
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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{
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lock (sp.AttachmentsSyncLock)
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@ -320,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UUID oldAttachmentItemID = attachments[0].GetFromItemID();
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if (oldAttachmentItemID != UUID.Zero)
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DetachSingleAttachmentToInv(oldAttachmentItemID, sp);
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DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID);
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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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@ -330,7 +253,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Add the new attachment to inventory if we don't already have it.
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UUID newAttachmentItemID = group.GetFromItemID();
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID;
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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@ -339,58 +262,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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return true;
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}
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private void RezMultipleAttachmentsFromInventory(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
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{
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if (!Enabled)
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return;
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ScenePresence sp;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp))
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RezMultipleAttachmentsFromInventory(sp, rezlist);
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else
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
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remoteClient.Name, remoteClient.AgentId);
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return;
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}
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public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
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{
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if (!Enabled)
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return;
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
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lock (sp.AttachmentsSyncLock)
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{
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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{
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RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
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}
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}
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}
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private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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{
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if (!Enabled)
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return null;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
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// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp == null)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
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remoteClient.Name, remoteClient.AgentId);
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return null;
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}
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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@ -435,159 +306,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
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if (att == null)
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DetachSingleAttachmentToInv(itemID, sp.ControllingClient);
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DetachSingleAttachmentToInv(sp, itemID);
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return att;
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
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{
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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{
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lock (sp.AttachmentsSyncLock)
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{
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SceneObjectGroup objatt;
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if (itemID != UUID.Zero)
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objatt = invAccess.RezObject(sp.ControllingClient,
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itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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else
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objatt = invAccess.RezObject(sp.ControllingClient,
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
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// objatt.Name, remoteClient.Name, AttachmentPt);
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if (objatt != null)
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{
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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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// This will throw if the attachment fails
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try
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{
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AttachObject(sp, objatt, attachmentPt, false);
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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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// 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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}
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else
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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itemID, sp.Name, attachmentPt);
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}
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}
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}
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return null;
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}
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/// <summary>
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/// Update the user inventory to reflect an attachment
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="itemID"></param>
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/// <param name="att"></param>
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private void ShowAttachInUserInventory(
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IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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{
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// m_log.DebugFormat(
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// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
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// att.Name, sp.Name, AttachmentPt, itemID);
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if (UUID.Zero == itemID)
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{
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m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
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return;
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}
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if (0 == AttachmentPt)
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{
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m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
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return;
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}
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InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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}
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public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name);
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SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
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if (group != null)
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{
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DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient);
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}
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}
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public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
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public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
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{
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if (!Enabled)
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return;
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
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lock (sp.AttachmentsSyncLock)
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{
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lock (presence.AttachmentsSyncLock)
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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{
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// Save avatar attachment information
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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DetachSingleAttachmentToInv(itemID, presence);
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RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
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}
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}
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}
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private void DetachSingleAttachmentToGround(uint soLocalId, IClientAPI remoteClient)
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{
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if (!Enabled)
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return;
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ScenePresence sp;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp))
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DetachSingleAttachmentToGround(sp, soLocalId);
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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@ -617,27 +353,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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if (!m_scene.Permissions.CanRezObject(
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so.PrimCount, sp.UUID, sp.AbsolutePosition))
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return;
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return;
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bool changed = sp.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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sp.RemoveAttachment(so);
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SceneObjectPart rootPart = so.RootPart;
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rootPart.FromItemID = UUID.Zero;
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so.AbsolutePosition = sp.AbsolutePosition;
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so.AttachedAvatar = UUID.Zero;
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rootPart.SetParentLocalId(0);
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so.ClearPartAttachmentData();
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rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
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so.HasGroupChanged = true;
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rootPart.Rezzed = DateTime.Now;
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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so.AttachToBackup();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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rootPart.ScheduleFullUpdate();
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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sp.RemoveAttachment(so);
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SceneObjectPart rootPart = so.RootPart;
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rootPart.FromItemID = UUID.Zero;
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so.AbsolutePosition = sp.AbsolutePosition;
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so.AttachedAvatar = UUID.Zero;
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rootPart.SetParentLocalId(0);
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so.ClearPartAttachmentData();
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rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim);
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so.HasGroupChanged = true;
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rootPart.Rezzed = DateTime.Now;
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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so.AttachToBackup();
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m_scene.EventManager.TriggerParcelPrimCountTainted();
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rootPart.ScheduleFullUpdate();
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rootPart.ClearUndoState();
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List<UUID> uuids = new List<UUID>();
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@ -648,46 +384,19 @@ 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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// 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 DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp)
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public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID)
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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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// We can NOT use the dictionries here, as we are looking
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// for an entity by the fromAssetID, which is NOT the prim UUID
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EntityBase[] detachEntities = m_scene.GetEntities();
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SceneObjectGroup group;
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lock (sp.AttachmentsSyncLock)
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{
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foreach (EntityBase entity in detachEntities)
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{
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if (entity is SceneObjectGroup)
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{
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group = (SceneObjectGroup)entity;
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if (group.GetFromItemID() == 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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// Save avatar attachment information
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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// Prepare sog for storage
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group.AttachedAvatar = UUID.Zero;
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group.RootPart.SetParentLocalId(0);
|
||||
group.IsAttachment = false;
|
||||
group.AbsolutePosition = group.RootPart.AttachedPos;
|
||||
bool changed = sp.Appearance.DetachAttachment(itemID);
|
||||
if (changed && m_scene.AvatarFactory != null)
|
||||
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
||||
|
||||
UpdateKnownItem(sp.ControllingClient, group);
|
||||
m_scene.DeleteSceneObject(group, false);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
DetachSingleAttachmentToInvInternal(sp, itemID);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -709,7 +418,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
sog.AttachmentPoint = attachmentPoint;
|
||||
sog.HasGroupChanged = true;
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region AttachmentModule private methods
|
||||
|
||||
// This is public but is not part of the IAttachmentsModule interface.
|
||||
// RegionCombiner module needs to poke at it to deliver client events.
|
||||
// This breaks the encapsulation of the module and should get fixed somehow.
|
||||
public void SubscribeToClientEvents(IClientAPI client)
|
||||
{
|
||||
client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv;
|
||||
client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv;
|
||||
client.OnObjectAttach += Client_OnObjectAttach;
|
||||
client.OnObjectDetach += Client_OnObjectDetach;
|
||||
client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv;
|
||||
client.OnObjectDrop += Client_OnObjectDrop;
|
||||
}
|
||||
|
||||
// This is public but is not part of the IAttachmentsModule interface.
|
||||
// RegionCombiner module needs to poke at it to deliver client events.
|
||||
// This breaks the encapsulation of the module and should get fixed somehow.
|
||||
public void UnsubscribeFromClientEvents(IClientAPI client)
|
||||
{
|
||||
client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv;
|
||||
client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv;
|
||||
client.OnObjectAttach -= Client_OnObjectAttach;
|
||||
client.OnObjectDetach -= Client_OnObjectDetach;
|
||||
client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv;
|
||||
client.OnObjectDrop -= Client_OnObjectDrop;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the attachment asset for the new sog details if they have changed.
|
||||
/// </summary>
|
||||
|
@ -717,9 +456,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
|
||||
/// these details are not stored on the region.
|
||||
/// </remarks>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="grp"></param>
|
||||
private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp)
|
||||
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp)
|
||||
{
|
||||
if (grp.HasGroupChanged || grp.ContainsScripts())
|
||||
{
|
||||
|
@ -729,7 +468,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
|
||||
|
||||
InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId);
|
||||
InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), sp.UUID);
|
||||
item = m_scene.InventoryService.GetItem(item);
|
||||
|
||||
if (item != null)
|
||||
|
@ -739,7 +478,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
grp.GetPartDescription(grp.LocalId),
|
||||
(sbyte)AssetType.Object,
|
||||
Utils.StringToBytes(sceneObjectXml),
|
||||
remoteClient.AgentId);
|
||||
sp.UUID);
|
||||
m_scene.AssetService.Store(asset);
|
||||
|
||||
item.AssetID = asset.FullID;
|
||||
|
@ -751,8 +490,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
m_scene.InventoryService.UpdateItem(item);
|
||||
|
||||
// this gets called when the agent logs off!
|
||||
if (remoteClient != null)
|
||||
remoteClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
if (sp.ControllingClient != null)
|
||||
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -761,8 +500,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
|
||||
grp.UUID, grp.AttachmentPoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attach this scene object to the given avatar.
|
||||
/// </summary>
|
||||
|
@ -776,19 +515,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// <param name="attachOffset"></param>
|
||||
/// <param name="silent"></param>
|
||||
private void AttachToAgent(
|
||||
IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
|
||||
IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
|
||||
// so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
|
||||
// so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
|
||||
|
||||
so.DetachFromBackup();
|
||||
|
||||
// Remove from database and parcel prim count
|
||||
m_scene.DeleteFromStorage(so.UUID);
|
||||
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
||||
|
||||
so.AttachedAvatar = avatar.UUID;
|
||||
so.AttachedAvatar = sp.UUID;
|
||||
|
||||
if (so.RootPart.PhysActor != null)
|
||||
{
|
||||
|
@ -799,10 +538,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
so.AbsolutePosition = attachOffset;
|
||||
so.RootPart.AttachedPos = attachOffset;
|
||||
so.IsAttachment = true;
|
||||
so.RootPart.SetParentLocalId(avatar.LocalId);
|
||||
so.RootPart.SetParentLocalId(sp.LocalId);
|
||||
so.AttachmentPoint = attachmentpoint;
|
||||
|
||||
avatar.AddAttachment(so);
|
||||
sp.AddAttachment(so);
|
||||
|
||||
if (!silent)
|
||||
{
|
||||
|
@ -818,7 +557,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
so.IsSelected = false; // fudge....
|
||||
so.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
|
||||
// In case it is later dropped again, don't let
|
||||
// it get cleaned up
|
||||
so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
|
@ -830,11 +569,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// <param name="remoteClient"></param>
|
||||
/// <param name="grp"></param>
|
||||
/// <returns>The user inventory item created that holds the attachment.</returns>
|
||||
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp)
|
||||
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
|
||||
// grp.Name, grp.LocalId, remoteClient.Name);
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
|
||||
// grp.Name, grp.LocalId, remoteClient.Name);
|
||||
|
||||
Vector3 inventoryStoredPosition = new Vector3
|
||||
(((grp.AbsolutePosition.X > (int)Constants.RegionSize)
|
||||
|
@ -863,14 +602,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
grp.GetPartDescription(grp.LocalId),
|
||||
(sbyte)AssetType.Object,
|
||||
Utils.StringToBytes(sceneObjectXml),
|
||||
remoteClient.AgentId);
|
||||
sp.UUID);
|
||||
|
||||
m_scene.AssetService.Store(asset);
|
||||
|
||||
InventoryItemBase item = new InventoryItemBase();
|
||||
item.CreatorId = grp.RootPart.CreatorID.ToString();
|
||||
item.CreatorData = grp.RootPart.CreatorData;
|
||||
item.Owner = remoteClient.AgentId;
|
||||
item.Owner = sp.UUID;
|
||||
item.ID = UUID.Random();
|
||||
item.AssetID = asset.FullID;
|
||||
item.Description = asset.Description;
|
||||
|
@ -878,13 +617,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
item.AssetType = asset.Type;
|
||||
item.InvType = (int)InventoryType.Object;
|
||||
|
||||
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
|
||||
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
|
||||
if (folder != null)
|
||||
item.Folder = folder.ID;
|
||||
else // oopsies
|
||||
item.Folder = UUID.Zero;
|
||||
|
||||
if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
|
||||
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
|
||||
{
|
||||
item.BasePermissions = grp.RootPart.NextOwnerMask;
|
||||
item.CurrentPermissions = grp.RootPart.NextOwnerMask;
|
||||
|
@ -907,15 +646,290 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
if (m_scene.AddInventoryItem(item))
|
||||
{
|
||||
remoteClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_dialogModule != null)
|
||||
m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
|
||||
m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed");
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
foreach (EntityBase entity in detachEntities)
|
||||
{
|
||||
if (entity is SceneObjectGroup)
|
||||
{
|
||||
group = (SceneObjectGroup)entity;
|
||||
if (group.GetFromItemID() == itemID)
|
||||
{
|
||||
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
|
||||
sp.RemoveAttachment(group);
|
||||
|
||||
// Prepare sog for storage
|
||||
group.AttachedAvatar = UUID.Zero;
|
||||
group.RootPart.SetParentLocalId(0);
|
||||
group.IsAttachment = false;
|
||||
group.AbsolutePosition = group.RootPart.AttachedPos;
|
||||
|
||||
UpdateKnownItem(sp, group);
|
||||
m_scene.DeleteSceneObject(group, false);
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
|
||||
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
|
||||
{
|
||||
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||
if (invAccess != null)
|
||||
{
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
SceneObjectGroup objatt;
|
||||
|
||||
if (itemID != UUID.Zero)
|
||||
objatt = invAccess.RezObject(sp.ControllingClient,
|
||||
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
else
|
||||
objatt = invAccess.RezObject(sp.ControllingClient,
|
||||
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
||||
false, false, sp.UUID, true);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
|
||||
// objatt.Name, remoteClient.Name, AttachmentPt);
|
||||
|
||||
if (objatt != null)
|
||||
{
|
||||
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
|
||||
objatt.HasGroupChanged = false;
|
||||
bool tainted = false;
|
||||
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
|
||||
tainted = true;
|
||||
|
||||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
AttachObject(sp, objatt, attachmentPt, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
|
||||
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
|
||||
|
||||
// Make sure the object doesn't stick around and bail
|
||||
sp.RemoveAttachment(objatt);
|
||||
m_scene.DeleteSceneObject(objatt, false);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (tainted)
|
||||
objatt.HasGroupChanged = true;
|
||||
|
||||
// Fire after attach, so we don't get messy perms dialogs
|
||||
// 4 == AttachedRez
|
||||
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
|
||||
objatt.ResumeScripts();
|
||||
|
||||
// Do this last so that event listeners have access to all the effects of the attachment
|
||||
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
|
||||
|
||||
return objatt;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
|
||||
itemID, sp.Name, attachmentPt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the user inventory to reflect an attachment
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="AttachmentPt"></param>
|
||||
/// <param name="itemID"></param>
|
||||
/// <param name="att"></param>
|
||||
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
|
||||
// att.Name, sp.Name, AttachmentPt, itemID);
|
||||
|
||||
if (UUID.Zero == itemID)
|
||||
{
|
||||
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (0 == AttachmentPt)
|
||||
{
|
||||
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
|
||||
return;
|
||||
}
|
||||
|
||||
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
|
||||
item = m_scene.InventoryService.GetItem(item);
|
||||
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
|
||||
if (changed && m_scene.AvatarFactory != null)
|
||||
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client Event Handlers
|
||||
|
||||
private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
|
||||
{
|
||||
if (!Enabled)
|
||||
return null;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
|
||||
// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
|
||||
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
|
||||
if (sp == null)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
|
||||
remoteClient.Name, remoteClient.AgentId);
|
||||
return null;
|
||||
}
|
||||
|
||||
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
|
||||
}
|
||||
|
||||
private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
if (sp != null)
|
||||
RezMultipleAttachmentsFromInventory(sp, rezlist);
|
||||
else
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
|
||||
remoteClient.Name, remoteClient.AgentId);
|
||||
}
|
||||
|
||||
private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
|
||||
// objectLocalID, remoteClient.Name, AttachmentPt, silent);
|
||||
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
|
||||
if (sp == null)
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
|
||||
return;
|
||||
}
|
||||
|
||||
// If we can't take it, we can't attach it!
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
|
||||
if (part == null)
|
||||
return;
|
||||
|
||||
if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
|
||||
{
|
||||
remoteClient.SendAgentAlertMessage(
|
||||
"You don't have sufficient permissions to attach this object", false);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
||||
// be removed when that functionality is implemented in opensim
|
||||
AttachmentPt &= 0x7f;
|
||||
|
||||
// Calls attach with a Zero position
|
||||
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
|
||||
{
|
||||
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
|
||||
|
||||
// Save avatar attachment information
|
||||
m_log.Debug(
|
||||
"[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
|
||||
+ ", AttachmentPoint: " + AttachmentPt);
|
||||
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
|
||||
}
|
||||
}
|
||||
|
||||
private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
|
||||
if (sp != null && group != null)
|
||||
DetachSingleAttachmentToInv(sp, group.GetFromItemID());
|
||||
}
|
||||
|
||||
private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
if (sp != null)
|
||||
DetachSingleAttachmentToInv(sp, itemID);
|
||||
}
|
||||
|
||||
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
|
||||
{
|
||||
if (!Enabled)
|
||||
return;
|
||||
|
||||
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
||||
if (sp != null)
|
||||
DetachSingleAttachmentToGround(sp, soLocalId);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
|
||||
m_attMod.RezSingleAttachmentFromInventory(
|
||||
m_presence, attItemId, (uint)AttachmentPoint.Chest);
|
||||
m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
|
||||
m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId);
|
||||
|
||||
// Check status on scene presence
|
||||
Assert.That(m_presence.HasAttachments(), Is.False);
|
||||
|
|
|
@ -28,7 +28,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
|
@ -40,6 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// RezAttachments. This should only be called upon login on the first region.
|
||||
/// Attachment rezzings on crossings and TPs are done in a different way.
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
void RezAttachments(IScenePresence sp);
|
||||
|
||||
/// <summary>
|
||||
|
@ -50,17 +50,16 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
|
||||
/// <summary>
|
||||
/// Delete all the presence's attachments from the scene
|
||||
/// </summary>
|
||||
/// <param name="sp">
|
||||
/// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
|
||||
/// </param>
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="silent"></param>
|
||||
void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
|
||||
|
||||
/// <summary>
|
||||
/// Attach an object to an avatar
|
||||
/// </summary>
|
||||
/// <param name="remoteClient"></param>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="grp"></param>
|
||||
/// <param name="AttachmentPt"></param>
|
||||
/// <param name="silent"></param>
|
||||
|
@ -80,34 +79,22 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// Rez multiple attachments from a user's inventory
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="header"></param>
|
||||
/// <param name="objects"></param>
|
||||
/// <param name="rezlist"></param>
|
||||
void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
|
||||
|
||||
/// <summary>
|
||||
/// Detach an object from the avatar.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method is called in response to a client's detach request, so we only update the information in
|
||||
/// inventory
|
||||
/// </remarks>
|
||||
/// <param name="objectLocalID"></param>
|
||||
/// <param name="remoteClient"></param>
|
||||
void DetachObject(uint objectLocalID, IClientAPI remoteClient);
|
||||
|
||||
/// <summary>
|
||||
/// Detach the given item to the ground.
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="objectLocalID"></param>
|
||||
void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
|
||||
|
||||
/// <summary>
|
||||
/// Detach the given item so that it remains in the user's inventory.
|
||||
/// </summary>
|
||||
/// <param name="itemID">/param>
|
||||
/// <param name="remoteClient"></param>
|
||||
void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient);
|
||||
/// <param name="sp">/param>
|
||||
/// <param name="itemID"></param>
|
||||
void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
|
||||
|
||||
/// <summary>
|
||||
/// Update the position of an attachment.
|
||||
|
|
|
@ -3023,7 +3023,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
if (attachmentsModule != null)
|
||||
attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient);
|
||||
attachmentsModule.DetachSingleAttachmentToInv(presence, itemID);
|
||||
}
|
||||
|
||||
public void llTakeCamera(string avatar)
|
||||
|
|
Loading…
Reference in New Issue