Merge commit '460946ad62b682c7a942751f192ca9e96b662f0e' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.csavinationmerge
commit
a9af618842
|
@ -153,7 +153,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (sp.PresenceType == PresenceType.Npc)
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RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
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else
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RezSingleAttachmentFromInventory(sp.ControllingClient, attach.ItemID, p);
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RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
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}
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catch (Exception e)
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{
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@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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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public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
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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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@ -266,25 +266,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent)
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{
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if (!Enabled)
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return false;
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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 false;
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}
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return AttachObject(sp, group, AttachmentPt, silent);
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}
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private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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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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{
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@ -364,29 +347,31 @@ 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(
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IClientAPI remoteClient,
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List<KeyValuePair<UUID, uint>> rezlist)
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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 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 RezMultipleAttachmentsFromInventory()",
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remoteClient.Name, remoteClient.AgentId);
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return;
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}
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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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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
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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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@ -394,7 +379,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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{
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return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null);
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}
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@ -418,7 +403,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt)
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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if (!Enabled)
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return null;
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@ -628,23 +613,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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DetachSingleAttachmentToInv(itemID, presence);
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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(uint soLocalId, IClientAPI remoteClient)
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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{
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if (!Enabled)
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return;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
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// remoteClient.Name, soLocalId);
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// sp.UUID, soLocalId);
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SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId);
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if (so == null)
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return;
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if (so.AttachedAvatar != remoteClient.AgentId)
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if (so.AttachedAvatar != sp.UUID)
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return;
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UUID inventoryID = so.GetFromItemID();
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@ -653,57 +648,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
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// so.Name, so.LocalId, inventoryID);
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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lock (sp.AttachmentsSyncLock)
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{
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lock (presence.AttachmentsSyncLock)
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{
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if (!m_scene.Permissions.CanRezObject(
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so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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return;
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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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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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rootPart.ClearUndoState();
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bool changed = presence.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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presence.RemoveAttachment(so);
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DetachSceneObjectToGround(so, presence);
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List<UUID> uuids = new List<UUID>();
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uuids.Add(inventoryID);
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m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
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remoteClient.SendRemoveInventoryItem(inventoryID);
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}
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
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List<UUID> uuids = new List<UUID>();
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uuids.Add(inventoryID);
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m_scene.InventoryService.DeleteItems(sp.UUID, uuids);
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sp.ControllingClient.SendRemoveInventoryItem(inventoryID);
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}
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}
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/// <summary>
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/// Detach the given scene object to the ground.
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/// </summary>
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/// <remarks>
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/// The caller has to take care of all the other work in updating avatar appearance, inventory, etc.
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/// </remarks>
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/// <param name="so">The scene object to detach.</param>
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/// <param name="sp">The scene presence from which the scene object is being detached.</param>
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private void DetachSceneObjectToGround(SceneObjectGroup so, ScenePresence sp)
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{
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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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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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@ -106,7 +106,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName).ParentGroup;
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m_attMod.AttachObject(m_presence.ControllingClient, so, (uint)AttachmentPoint.Chest, false);
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m_attMod.AttachObject(m_presence, so, (uint)AttachmentPoint.Chest, false);
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// Check status on scene presence
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Assert.That(m_presence.HasAttachments(), Is.True);
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@ -140,7 +140,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
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m_attMod.RezSingleAttachmentFromInventory(
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m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
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m_presence, attItemId, (uint)AttachmentPoint.Chest);
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// Check scene presence status
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Assert.That(m_presence.HasAttachments(), Is.True);
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@ -174,8 +174,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
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ISceneEntity so = m_attMod.RezSingleAttachmentFromInventory(
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m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToGround(so.LocalId, m_presence.ControllingClient);
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m_presence, attItemId, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToGround(m_presence, so.LocalId);
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// Check scene presence status
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Assert.That(m_presence.HasAttachments(), Is.False);
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@ -208,7 +208,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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scene, attName, attItemId, attAssetId, m_presence.UUID, InventoryType.Object);
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m_attMod.RezSingleAttachmentFromInventory(
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m_presence.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
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m_presence, attItemId, (uint)AttachmentPoint.Chest);
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m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient);
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// Check status on scene presence
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@ -58,17 +58,6 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="silent"></param>
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void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);
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/// <summary>
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/// Attach an object to an avatar from the world.
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/// </summary>
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/// <param name="controllingClient"></param>
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/// <param name="localID"></param>
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/// <param name="attachPoint"></param>
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/// <param name="rot"></param>
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/// <param name="silent"></param>
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void AttachObject(
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IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent);
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/// <summary>
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/// Attach an object to an avatar
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/// </summary>
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@ -77,17 +66,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(
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IClientAPI remoteClient, SceneObjectGroup grp, uint AttachmentPt, bool silent);
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/// <summary>
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/// Rez an attachment from user inventory and change inventory status to match.
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
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ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
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/// <summary>
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/// Rez an attachment from user inventory and change inventory status to match.
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|
@ -96,7 +75,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
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ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt);
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ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
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// Same as above, but also load script states from a separate doc
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ISceneEntity RezSingleAttachmentFromInventory(
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|
@ -105,12 +84,10 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Rez multiple attachments from a user's inventory
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="sp"></param>
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/// <param name="header"></param>
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/// <param name="objects"></param>
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void RezMultipleAttachmentsFromInventory(
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IClientAPI remoteClient,
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List<KeyValuePair<UUID, uint>> rezlist);
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void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
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/// <summary>
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/// Detach an object from the avatar.
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|
@ -126,9 +103,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Detach the given item to the ground.
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="objectLocalID"></param>
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/// <param name="remoteClient"></param>
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void DetachSingleAttachmentToGround(uint objectLocalID, IClientAPI remoteClient);
|
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void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);
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/// <summary>
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/// Detach the given item so that it remains in the user's inventory.
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|
|
|
@ -2528,9 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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if (AttachmentsModule != null)
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AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
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m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
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AttachmentsModule.AttachObject(sp, grp, 0, false);
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}
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else
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{
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|
|
|
@ -132,11 +132,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
|
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UUID attAssetId = TestHelpers.ParseTail(0x3);
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string attName = "att";
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UserInventoryHelpers.CreateInventoryItem(
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scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
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UserInventoryHelpers.CreateInventoryItem(scene, attName, attItemId, attAssetId, sp.UUID, InventoryType.Object);
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am.RezSingleAttachmentFromInventory(
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sp.ControllingClient, attItemId, (uint)AttachmentPoint.Chest);
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am.RezSingleAttachmentFromInventory(sp, attItemId, (uint)AttachmentPoint.Chest);
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|
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INPCModule npcModule = scene.RequestModuleInterface<INPCModule>();
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UUID npcId = npcModule.CreateNPC("John", "Smith", new Vector3(128, 128, 30), scene, sp.Appearance);
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|
|
|
@ -3265,10 +3265,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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SceneObjectGroup grp = m_host.ParentGroup;
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|
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ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
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if (presence.Scene.AttachmentsModule != null)
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{
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presence.Scene.AttachmentsModule.AttachObject(presence.ControllingClient, grp, (uint)attachment, false);
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}
|
||||
|
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
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if (attachmentsModule != null)
|
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attachmentsModule.AttachObject(presence, grp, (uint)attachment, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
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