Fix recent regression where an item worn to an attachment point that was already occupied did not remove the previous attachment (current behaviour)
Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013) Added regression test for this case.user_profiles
parent
46a81b3527
commit
a7a9a8a614
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@ -289,16 +289,21 @@ 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, temp))
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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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return AttachObjectInternal(sp, group, attachmentPt, silent, temp, false);
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}
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
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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(
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool resumeScripts)
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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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@ -322,44 +327,44 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return false;
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}
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Vector3 attachPos = group.AbsolutePosition;
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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 != 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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// Remove any previous attachments
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List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
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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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DetachSingleAttachmentToInv(sp, existingAttachments[0]);
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lock (sp.AttachmentsSyncLock)
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{
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Vector3 attachPos = group.AbsolutePosition;
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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 != 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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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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@ -367,6 +372,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
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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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@ -391,8 +407,8 @@ 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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// 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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@ -525,6 +541,10 @@ 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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@ -846,60 +866,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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DetachSingleAttachmentToInv(sp, attachments[0]);
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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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// 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);
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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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// 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, true);
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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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@ -293,13 +293,75 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Check appearance status
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
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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(1));
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}
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/// <summary>
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/// Test wearing an attachment from inventory, as opposed to explicit choosing the rez point
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/// </summary>
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[Test]
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public void TestWearAttachmentFromInventory()
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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.PrincipalID);
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InventoryItemBase attItem1 = CreateAttachmentItem(scene, ua1.PrincipalID, "att1", 0x10, 0x20);
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InventoryItemBase attItem2 = CreateAttachmentItem(scene, ua1.PrincipalID, "att2", 0x11, 0x21);
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{
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem1.ID, (uint)AttachmentPoint.Default);
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// default attachment point is currently the left hand.
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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(attItem1.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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// Check appearance status
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachpoint(attItem1.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
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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(1));
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}
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// Test wearing a second attachment at the same position
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// Until multiple attachments at one point is implemented, this will remove the first attachment
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// This test relies on both attachments having the same default attachment point (in this case LeftHand
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// since none other has been set).
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{
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scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, attItem2.ID, (uint)AttachmentPoint.Default);
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// default attachment point is currently the left hand.
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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(attItem2.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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// Check appearance status
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Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
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Assert.That(sp.Appearance.GetAttachpoint(attItem2.ID), Is.EqualTo((int)AttachmentPoint.LeftHand));
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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 specific conditions associated with rezzing a scripted attachment from inventory.
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/// </summary>
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