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=5653remove-scene-viewer
parent
c6ec573d10
commit
b903d2ca96
|
@ -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)
|
||||||
|
|
|
@ -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));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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)
|
||||||
|
|
Loading…
Reference in New Issue