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);