In SetAttachment, if the existing attachment has no asset id then carry on rather than abort.

When a user logs in, the attachment item ids are pulled from persistence in the Avatars table.  However,
the asset ids are not saved.  When the avatar enters a simulator the attachments are set again.  If
we simply perform an item check then the asset ids (which are now present) are never set, and NPC attachments
later fail unless the attachment is detached and reattached.

Hopefully resolves part of http://opensimulator.org/mantis/view.php?id=5653
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-09-06 01:59:21 +01:00
parent c6ec573d10
commit b903d2ca96
4 changed files with 43 additions and 6 deletions

View File

@ -414,12 +414,16 @@ namespace OpenSim.Framework
internal void ReplaceAttachment(AvatarAttachment attach) internal void ReplaceAttachment(AvatarAttachment attach)
{ {
// m_log.DebugFormat(
// "[AVATAR APPEARANCE]: Replacing itemID={0}, assetID={1} at {2}",
// attach.ItemID, attach.AssetID, attach.AttachPoint);
m_attachments[attach.AttachPoint] = new List<AvatarAttachment>(); m_attachments[attach.AttachPoint] = new List<AvatarAttachment>();
m_attachments[attach.AttachPoint].Add(attach); m_attachments[attach.AttachPoint].Add(attach);
} }
/// <summary> /// <summary>
/// Add an attachment /// Set an attachment
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// If the attachpoint has the /// If the attachpoint has the
@ -449,11 +453,20 @@ namespace OpenSim.Framework
m_attachments.Remove(attachpoint); m_attachments.Remove(attachpoint);
return true; return true;
} }
return false; return false;
} }
// check if the item is already attached at this point // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However,
if (GetAttachpoint(item) == (attachpoint & 0x7F)) // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If
// we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments
// later fail unless the attachment is detached and reattached.
//
// Therefore, we will carry on with the set if the existing attachment has no asset id.
AvatarAttachment existingAttachment = GetAttachmentForItem(item);
if (existingAttachment != null
&& existingAttachment.AssetID != UUID.Zero
&& existingAttachment.AttachPoint == (attachpoint & 0x7F))
{ {
// m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item); // m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item);
return false; return false;
@ -474,6 +487,23 @@ namespace OpenSim.Framework
return true; return true;
} }
/// <summary>
/// If the item is already attached, return it.
/// </summary>
/// <param name="itemID"></param>
/// <returns>Returns null if this item is not attached.</returns>
public AvatarAttachment GetAttachmentForItem(UUID itemID)
{
foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
{
int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; });
if (index >= 0)
return kvp.Value[index];
}
return null;
}
public int GetAttachpoint(UUID itemID) public int GetAttachpoint(UUID itemID)
{ {
foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)

View File

@ -628,6 +628,7 @@ namespace OpenSim.Framework
// We know all of these must end up as attachments so we // We know all of these must end up as attachments so we
// append rather than replace to ensure multiple attachments // append rather than replace to ensure multiple attachments
// per point continues to work // per point continues to work
// m_log.DebugFormat("[CHILDAGENTDATAUPDATE]: Appending attachments for {0}", AgentID);
Appearance.AppendAttachment(new AvatarAttachment((OSDMap)o)); Appearance.AppendAttachment(new AvatarAttachment((OSDMap)o));
} }
} }

View File

@ -247,6 +247,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(attSo.IsAttachment); Assert.That(attSo.IsAttachment);
Assert.That(attSo.UsesPhysics, Is.False); Assert.That(attSo.UsesPhysics, Is.False);
Assert.That(attSo.IsTemporary, Is.False); Assert.That(attSo.IsTemporary, Is.False);
// Check appearance status
List<AvatarAttachment> retreivedAttachments = presence.Appearance.GetAttachments();
Assert.That(retreivedAttachments.Count, Is.EqualTo(1));
Assert.That(retreivedAttachments[0].AttachPoint, Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItemId));
Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attAssetId));
Assert.That(presence.Appearance.GetAttachpoint(attItemId), Is.EqualTo((int)AttachmentPoint.Chest));
} }
// I'm commenting this test because scene setup NEEDS InventoryService to // I'm commenting this test because scene setup NEEDS InventoryService to

View File

@ -262,7 +262,6 @@ namespace OpenSim.Services.Interfaces
UUID.Parse(Data["SkirtItem"]), UUID.Parse(Data["SkirtItem"]),
UUID.Parse(Data["SkirtAsset"])); UUID.Parse(Data["SkirtAsset"]));
if (Data.ContainsKey("VisualParams")) if (Data.ContainsKey("VisualParams"))
{ {
string[] vps = Data["VisualParams"].Split(new char[] {','}); string[] vps = Data["VisualParams"].Split(new char[] {','});
@ -291,7 +290,6 @@ namespace OpenSim.Services.Interfaces
} }
} }
// Attachments // Attachments
Dictionary<string, string> attchs = new Dictionary<string, string>(); Dictionary<string, string> attchs = new Dictionary<string, string>();
foreach (KeyValuePair<string, string> _kvp in Data) foreach (KeyValuePair<string, string> _kvp in Data)
@ -308,7 +306,7 @@ namespace OpenSim.Services.Interfaces
UUID uuid = UUID.Zero; UUID uuid = UUID.Zero;
UUID.TryParse(_kvp.Value, out uuid); UUID.TryParse(_kvp.Value, out uuid);
appearance.SetAttachment(point,uuid,UUID.Zero); appearance.SetAttachment(point, uuid, UUID.Zero);
} }
if (appearance.Wearables[AvatarWearable.BODY].Count == 0) if (appearance.Wearables[AvatarWearable.BODY].Count == 0)