diff --git a/OpenSim/Framework/ISceneObject.cs b/OpenSim/Framework/ISceneObject.cs index 51479014cd..18631f17b1 100644 --- a/OpenSim/Framework/ISceneObject.cs +++ b/OpenSim/Framework/ISceneObject.cs @@ -39,5 +39,6 @@ namespace OpenSim.Framework void ExtraFromXmlString(string xmlstr); string GetStateSnapshot(); void SetState(string xmlstr, IScene s); + bool HasGroupChanged { get; set; } } } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 348b8b909d..1744fb3754 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -273,6 +273,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (objatt != null) { + // Loading the inventory from XML will have set this, but + // there is no way the object could have changed yet, + // since scripts aren't running yet. So, clear it here. + objatt.HasGroupChanged = false; bool tainted = false; if (AttachmentPt != 0 && AttachmentPt != objatt.GetAttachmentPoint()) tainted = true; @@ -470,6 +474,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); group.DetachToInventoryPrep(); m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); + + // If an item contains scripts, it's always changed. + // This ensures script state is saved on detach + foreach (SceneObjectPart p in group.Parts) + if (p.Inventory.ContainsScripts()) + group.HasGroupChanged = true; + UpdateKnownItem(remoteClient, group, group.GetFromItemID(), group.OwnerID); m_scene.DeleteSceneObject(group, false); return; @@ -478,25 +489,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } - public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos) - { - // If this is an attachment, then we need to save the modified - // object back into the avatar's inventory. First we save the - // attachment point information, then we update the relative - // positioning (which caused this method to get driven in the - // first place. Then we have to mark the object as NOT an - // attachment. This is necessary in order to correctly save - // and retrieve GroupPosition information for the attachment. - // Then we save the asset back into the appropriate inventory - // entry. Finally, we restore the object's attachment status. - byte attachmentPoint = sog.GetAttachmentPoint(); - sog.UpdateGroupPosition(pos); - sog.RootPart.IsAttachment = false; - sog.AbsolutePosition = sog.RootPart.AttachedPos; - UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID); - sog.SetAttachmentPoint(attachmentPoint); - } - /// /// Update the attachment asset for the new sog details if they have changed. /// @@ -508,7 +500,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) + public void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID) { if (grp != null) { @@ -523,7 +515,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments grp.UUID, grp.GetAttachmentPoint()); string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); item = m_scene.InventoryService.GetItem(item); @@ -617,7 +608,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // In case it is later dropped again, don't let // it get cleaned up so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); - so.HasGroupChanged = false; } } } diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 7a175ea362..ef21834600 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -569,12 +569,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { group.RootPart.Flags |= PrimFlags.Phantom; group.RootPart.IsAttachment = true; - } - // If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since - // we'll be doing that later on. Scheduling more than one full update during the attachment - // process causes some clients to fail to display the attachment properly. - m_Scene.AddNewSceneObject(group, true, false); + // If we're rezzing an attachment then don't ask + // AddNewSceneObject() to update the client since + // we'll be doing that later on. Scheduling more + // than one full update during the attachment + // process causes some clients to fail to display + // the attachment properly. + // Also, don't persist attachments. + m_Scene.AddNewSceneObject(group, false, false); + } + else + { + m_Scene.AddNewSceneObject(group, true, false); + } // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); // if attachment we set it's asset id so object updates can reflect that diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index 24e481b2bd..b3576c5c73 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -122,11 +122,20 @@ namespace OpenSim.Region.Framework.Interfaces void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); /// - /// Update the position of an attachment + /// Update the user inventory with a changed attachment /// - /// - /// - /// - void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + /// + /// A + /// + void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID); } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 2e6faa08a1..64664ab033 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Interfaces /// false if the item did not exist, true if the update occurred successfully bool UpdateInventoryItem(TaskInventoryItem item); bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents); + bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged); /// /// Remove an item from this entity's inventory diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a4cc66d760..96a9f998c3 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3152,7 +3152,6 @@ namespace OpenSim.Region.Framework.Scenes List regions = new List(avatar.KnownChildRegionHandles); regions.Remove(RegionInfo.RegionHandle); m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); - } m_eventManager.TriggerClientClosed(agentID, this); } @@ -3164,6 +3163,9 @@ namespace OpenSim.Region.Framework.Scenes m_eventManager.TriggerOnRemovePresence(agentID); + if (avatar != null && (!avatar.IsChildAgent)) + avatar.SaveChangedAttachments(); + ForEachClient( delegate(IClientAPI client) { diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 24d73346ff..032c859b6b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes protected internal bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) { - if (!alreadyPersisted) + if (attachToBackup && (!alreadyPersisted)) { sceneObject.ForceInventoryPersistence(); sceneObject.HasGroupChanged = true; @@ -282,8 +282,10 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) { - // Ensure that we persist this new scene object - sceneObject.HasGroupChanged = true; + // Ensure that we persist this new scene object if it's not an + // attachment + if (attachToBackup) + sceneObject.HasGroupChanged = true; return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); } @@ -1279,8 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes { if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) { - if (m_parentScene.AttachmentsModule != null) - m_parentScene.AttachmentsModule.UpdateAttachmentPosition(remoteClient, group, pos); + // Set the new attachment point data in the object + byte attachmentPoint = group.GetAttachmentPoint(); + group.UpdateGroupPosition(pos); + group.RootPart.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; + group.SetAttachmentPoint(attachmentPoint); + group.HasGroupChanged = true; } else { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 5f00f846e4..c2810b2cc1 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -491,13 +491,15 @@ namespace OpenSim.Region.Framework.Scenes XmlNodeList nodes = doc.GetElementsByTagName("SavedScriptState"); if (nodes.Count > 0) { - m_savedScriptState = new Dictionary(); + if (m_savedScriptState == null) + m_savedScriptState = new Dictionary(); foreach (XmlNode node in nodes) { if (node.Attributes["UUID"] != null) { UUID itemid = new UUID(node.Attributes["UUID"].Value); - m_savedScriptState.Add(itemid, node.InnerXml); + if (itemid != UUID.Zero) + m_savedScriptState[itemid] = node.InnerXml; } } } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 0c5e62d11a..6a204c3413 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -127,8 +127,6 @@ namespace OpenSim.Region.Framework.Scenes if (0 == m_items.Count) return; - HasInventoryChanged = true; - m_part.ParentGroup.HasGroupChanged = true; IList items = GetInventoryItems(); m_items.Clear(); @@ -144,17 +142,6 @@ namespace OpenSim.Region.Framework.Scenes { lock (Items) { - if (Items.Count == 0) - { - return; - } - - HasInventoryChanged = true; - if (m_part.ParentGroup != null) - { - m_part.ParentGroup.HasGroupChanged = true; - } - IList items = new List(Items.Values); Items.Clear(); @@ -208,8 +195,15 @@ namespace OpenSim.Region.Framework.Scenes } } - HasInventoryChanged = true; - m_part.ParentGroup.HasGroupChanged = true; + // Don't let this set the HasGroupChanged flag for attachments + // as this happens during rez and we don't want a new asset + // for each attachment each time + if (!m_part.ParentGroup.RootPart.IsAttachment) + { + HasInventoryChanged = true; + m_part.ParentGroup.HasGroupChanged = true; + } + List items = GetInventoryItems(); foreach (TaskInventoryItem item in items) { @@ -674,13 +668,19 @@ namespace OpenSim.Region.Framework.Scenes /// false if the item did not exist, true if the update occurred successfully public bool UpdateInventoryItem(TaskInventoryItem item) { - return UpdateInventoryItem(item, true); + return UpdateInventoryItem(item, true, true); } public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) + { + return UpdateInventoryItem(item, fireScriptEvents, true); + } + + public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) { TaskInventoryItem it = GetInventoryItem(item.ItemID); if (it != null) + { item.ParentID = m_part.UUID; item.ParentPartID = m_part.UUID; @@ -702,9 +702,11 @@ namespace OpenSim.Region.Framework.Scenes if (fireScriptEvents) m_part.TriggerScriptChangedEvent(Changed.INVENTORY); - - HasInventoryChanged = true; - m_part.ParentGroup.HasGroupChanged = true; + if (considerChanged) + { + HasInventoryChanged = true; + m_part.ParentGroup.HasGroupChanged = true; + } return true; } else diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 34d1c39332..db69093f83 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3746,5 +3746,28 @@ namespace OpenSim.Region.Framework.Scenes m_reprioritization_called = false; } } + + public void SaveChangedAttachments() + { + // Need to copy this list because DetachToInventoryPrep mods it + List attachments = new List(Attachments.ToArray()); + + IAttachmentsModule attachmentsModule = m_scene.AttachmentsModule; + if (attachmentsModule != null) + { + foreach (SceneObjectGroup grp in attachments) + { + if (grp.HasGroupChanged) // Resizer scripts? + { + grp.RootPart.IsAttachment = false; + grp.AbsolutePosition = grp.RootPart.AttachedPos; +// grp.DetachToInventoryPrep(); + attachmentsModule.UpdateKnownItem(ControllingClient, + grp, grp.GetFromItemID(), grp.OwnerID); + grp.RootPart.IsAttachment = true; + } + } + } + } } } diff --git a/OpenSim/Server/Handlers/Simulation/ObjectHandlers.cs b/OpenSim/Server/Handlers/Simulation/ObjectHandlers.cs index 33e5aa6b05..04ff83f9f3 100644 --- a/OpenSim/Server/Handlers/Simulation/ObjectHandlers.cs +++ b/OpenSim/Server/Handlers/Simulation/ObjectHandlers.cs @@ -162,6 +162,11 @@ namespace OpenSim.Server.Handlers.Simulation return; } + if (args.ContainsKey("modified")) + sog.HasGroupChanged = args["modified"].AsBoolean(); + else + sog.HasGroupChanged = false; + if ((args["state"] != null) && s.AllowScriptCrossings) { stateXmlStr = args["state"].AsString(); @@ -243,4 +248,4 @@ namespace OpenSim.Server.Handlers.Simulation } } -} \ No newline at end of file +} diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs index 502fc824e0..67647ee2a2 100644 --- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs +++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs @@ -549,6 +549,7 @@ namespace OpenSim.Services.Connectors.Simulation OSDMap args = new OSDMap(2); args["sog"] = OSD.FromString(sog.ToXml2()); args["extra"] = OSD.FromString(sog.ExtraToXmlString()); + args["modified"] = OSD.FromBoolean(sog.HasGroupChanged); string state = sog.GetStateSnapshot(); if (state.Length > 0) args["state"] = OSD.FromString(state);