Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
b38a1594c1
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@ -39,5 +39,6 @@ namespace OpenSim.Framework
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void ExtraFromXmlString(string xmlstr);
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string GetStateSnapshot();
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void SetState(string xmlstr, IScene s);
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bool HasGroupChanged { get; set; }
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}
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}
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@ -273,6 +273,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (objatt != null)
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{
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// Loading the inventory from XML will have set this, but
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// there is no way the object could have changed yet,
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// since scripts aren't running yet. So, clear it here.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint())
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tainted = true;
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@ -470,6 +474,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
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group.DetachToInventoryPrep();
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m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString());
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// If an item contains scripts, it's always changed.
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// This ensures script state is saved on detach
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foreach (SceneObjectPart p in group.Parts)
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if (p.Inventory.ContainsScripts())
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group.HasGroupChanged = true;
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UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID);
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m_scene.DeleteSceneObject(group, false);
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return;
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@ -478,25 +489,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
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{
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// If this is an attachment, then we need to save the modified
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// object back into the avatar's inventory. First we save the
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// attachment point information, then we update the relative
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// positioning (which caused this method to get driven in the
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// first place. Then we have to mark the object as NOT an
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// attachment. This is necessary in order to correctly save
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// and retrieve GroupPosition information for the attachment.
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// Then we save the asset back into the appropriate inventory
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// entry. Finally, we restore the object's attachment status.
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byte attachmentPoint = sog.GetAttachmentPoint();
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sog.UpdateGroupPosition(pos);
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sog.RootPart.IsAttachment = false;
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sog.AbsolutePosition = sog.RootPart.AttachedPos;
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UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
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sog.SetAttachmentPoint(attachmentPoint);
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}
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/// <summary>
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/// Update the attachment asset for the new sog details if they have changed.
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/// </summary>
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@ -508,7 +500,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="grp"></param>
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/// <param name="itemID"></param>
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/// <param name="agentID"></param>
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protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
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public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
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{
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if (grp != null)
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{
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@ -523,7 +515,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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grp.UUID, grp.GetAttachmentPoint());
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_scene.InventoryService.GetItem(item);
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@ -617,7 +608,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// In case it is later dropped again, don't let
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// it get cleaned up
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so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
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so.HasGroupChanged = false;
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}
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}
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}
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@ -569,12 +569,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.RootPart.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than one full update during the attachment
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// process causes some clients to fail to display the attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// If we're rezzing an attachment then don't ask
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// AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more
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// than one full update during the attachment
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// process causes some clients to fail to display
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// the attachment properly.
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// Also, don't persist attachments.
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m_Scene.AddNewSceneObject(group, false, false);
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}
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else
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{
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m_Scene.AddNewSceneObject(group, true, false);
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}
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// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
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// if attachment we set it's asset id so object updates can reflect that
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@ -122,11 +122,20 @@ namespace OpenSim.Region.Framework.Interfaces
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void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the position of an attachment
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/// Update the user inventory with a changed attachment
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/// </summary>
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/// <param name="client"></param>
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/// <param name="sog"></param>
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/// <param name="pos"></param>
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void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
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/// <param name="remoteClient">
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/// A <see cref="IClientAPI"/>
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/// </param>
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/// <param name="grp">
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/// A <see cref="SceneObjectGroup"/>
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/// </param>
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/// <param name="itemID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="agentID">
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/// A <see cref="UUID"/>
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/// </param>
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void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
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}
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}
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}
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@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
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bool UpdateInventoryItem(TaskInventoryItem item);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
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/// <summary>
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/// Remove an item from this entity's inventory
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@ -3152,7 +3152,6 @@ namespace OpenSim.Region.Framework.Scenes
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List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
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regions.Remove(RegionInfo.RegionHandle);
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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}
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m_eventManager.TriggerClientClosed(agentID, this);
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}
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@ -3164,6 +3163,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_eventManager.TriggerOnRemovePresence(agentID);
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if (avatar != null && (!avatar.IsChildAgent))
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avatar.SaveChangedAttachments();
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ForEachClient(
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delegate(IClientAPI client)
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{
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@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal bool AddRestoredSceneObject(
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SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
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{
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if (!alreadyPersisted)
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if (attachToBackup && (!alreadyPersisted))
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{
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sceneObject.ForceInventoryPersistence();
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sceneObject.HasGroupChanged = true;
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@ -282,8 +282,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// </returns>
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protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
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{
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// Ensure that we persist this new scene object
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sceneObject.HasGroupChanged = true;
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// Ensure that we persist this new scene object if it's not an
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// attachment
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if (attachToBackup)
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sceneObject.HasGroupChanged = true;
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return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates);
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}
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@ -1279,8 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
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{
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if (m_parentScene.AttachmentsModule != null)
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m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos);
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// Set the new attachment point data in the object
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byte attachmentPoint = group.GetAttachmentPoint();
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group.UpdateGroupPosition(pos);
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group.RootPart.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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group.SetAttachmentPoint(attachmentPoint);
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group.HasGroupChanged = true;
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}
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else
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{
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@ -491,13 +491,15 @@ namespace OpenSim.Region.Framework.Scenes
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XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState");
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if (nodes.Count > 0)
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{
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m_savedScriptState = new Dictionary<UUID, string>();
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if (m_savedScriptState == null)
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m_savedScriptState = new Dictionary<UUID, string>();
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foreach (XmlNode node in nodes)
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{
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if (node.Attributes["UUID"] != null)
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{
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UUID itemid = new UUID(node.Attributes["UUID"].Value);
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m_savedScriptState.Add(itemid, node.InnerXml);
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if (itemid != UUID.Zero)
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m_savedScriptState[itemid] = node.InnerXml;
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}
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}
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}
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@ -127,8 +127,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (0 == m_items.Count)
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return;
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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IList<TaskInventoryItem> items = GetInventoryItems();
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m_items.Clear();
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@ -144,17 +142,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (Items)
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{
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if (Items.Count == 0)
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{
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return;
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}
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HasInventoryChanged = true;
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if (m_part.ParentGroup != null)
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{
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m_part.ParentGroup.HasGroupChanged = true;
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}
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IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
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Items.Clear();
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@ -208,8 +195,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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// Don't let this set the HasGroupChanged flag for attachments
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// as this happens during rez and we don't want a new asset
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// for each attachment each time
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if (!m_part.ParentGroup.RootPart.IsAttachment)
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{
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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}
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List<TaskInventoryItem> items = GetInventoryItems();
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foreach (TaskInventoryItem item in items)
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{
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@ -674,13 +668,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
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public bool UpdateInventoryItem(TaskInventoryItem item)
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{
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return UpdateInventoryItem(item, true);
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return UpdateInventoryItem(item, true, true);
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}
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public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
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{
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return UpdateInventoryItem(item, fireScriptEvents, true);
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}
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public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
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{
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TaskInventoryItem it = GetInventoryItem(item.ItemID);
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if (it != null)
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{
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item.ParentID = m_part.UUID;
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item.ParentPartID = m_part.UUID;
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@ -702,9 +702,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (fireScriptEvents)
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m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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if (considerChanged)
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{
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HasInventoryChanged = true;
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m_part.ParentGroup.HasGroupChanged = true;
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}
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return true;
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}
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else
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@ -3746,5 +3746,28 @@ namespace OpenSim.Region.Framework.Scenes
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m_reprioritization_called = false;
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}
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}
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public void SaveChangedAttachments()
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{
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// Need to copy this list because DetachToInventoryPrep mods it
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List<SceneObjectGroup> attachments = new List<SceneObjectGroup>(Attachments.ToArray());
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IAttachmentsModule attachmentsModule = m_scene.AttachmentsModule;
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if (attachmentsModule != null)
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{
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foreach (SceneObjectGroup grp in attachments)
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{
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if (grp.HasGroupChanged) // Resizer scripts?
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{
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grp.RootPart.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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// grp.DetachToInventoryPrep();
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attachmentsModule.UpdateKnownItem(ControllingClient,
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grp, grp.GetFromItemID(), grp.OwnerID);
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grp.RootPart.IsAttachment = true;
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}
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}
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}
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}
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}
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}
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@ -162,6 +162,11 @@ namespace OpenSim.Server.Handlers.Simulation
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return;
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}
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if (args.ContainsKey("modified"))
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sog.HasGroupChanged = args["modified"].AsBoolean();
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else
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sog.HasGroupChanged = false;
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if ((args["state"] != null) && s.AllowScriptCrossings)
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{
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stateXmlStr = args["state"].AsString();
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@ -243,4 +248,4 @@ namespace OpenSim.Server.Handlers.Simulation
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}
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}
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}
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}
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@ -549,6 +549,7 @@ namespace OpenSim.Services.Connectors.Simulation
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OSDMap args = new OSDMap(2);
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args["sog"] = OSD.FromString(sog.ToXml2());
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args["extra"] = OSD.FromString(sog.ExtraToXmlString());
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args["modified"] = OSD.FromBoolean(sog.HasGroupChanged);
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string state = sog.GetStateSnapshot();
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if (state.Length > 0)
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args["state"] = OSD.FromString(state);
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