If an attachment fails, then start logging the exception for now, in order to help with the inconsistent state bug.
This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.bulletsim
parent
2eaadf2dc0
commit
d328046efb
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@ -105,6 +105,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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try
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{
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp == null)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
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return;
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}
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// If we can't take it, we can't attach it!
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SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
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if (part == null)
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@ -123,7 +132,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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AttachmentPt &= 0x7f;
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// Calls attach with a Zero position
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if (AttachObject(remoteClient, part.ParentGroup, AttachmentPt, false))
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
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{
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m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId);
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@ -136,11 +145,25 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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catch (Exception e)
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{
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m_log.DebugFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}", e);
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
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}
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}
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public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, uint AttachmentPt, bool silent)
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{
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp == null)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
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return false;
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}
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return AttachObject(sp, group, AttachmentPt, silent);
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}
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public bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent)
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{
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Vector3 attachPos = group.AbsolutePosition;
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@ -175,10 +198,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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group.AbsolutePosition = attachPos;
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// Remove any previous attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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UUID itemID = UUID.Zero;
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if (sp != null)
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{
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foreach (SceneObjectGroup grp in sp.Attachments)
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{
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if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
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@ -187,20 +207,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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break;
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}
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}
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if (itemID != UUID.Zero)
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DetachSingleAttachmentToInv(itemID, remoteClient);
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}
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DetachSingleAttachmentToInv(itemID, sp);
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if (group.GetFromItemID() == UUID.Zero)
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{
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m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID);
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m_scene.attachObjectAssetStore(sp.ControllingClient, group, sp.UUID, out itemID);
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}
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else
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{
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itemID = group.GetFromItemID();
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}
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ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);
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ShowAttachInUserInventory(sp, AttachmentPt, itemID, group);
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AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
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@ -230,18 +250,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
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// (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp == null)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
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remoteClient.Name, remoteClient.AgentId);
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return UUID.Zero;
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}
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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AttachmentPt &= 0x7f;
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(remoteClient, itemID, AttachmentPt);
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SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, AttachmentPt);
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if (updateInventoryStatus)
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{
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if (att == null)
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ShowDetachInUserInventory(itemID, remoteClient);
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ShowDetachInUserInventory(itemID, sp.ControllingClient);
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else
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ShowAttachInUserInventory(att, remoteClient, itemID, AttachmentPt);
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ShowAttachInUserInventory(att, sp, itemID, AttachmentPt);
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}
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if (null == att)
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@ -250,15 +280,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return att.UUID;
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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ScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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{
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SceneObjectGroup objatt = invAccess.RezObject(remoteClient,
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SceneObjectGroup objatt = invAccess.RezObject(sp.ControllingClient,
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itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, remoteClient.AgentId, true);
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false, false, sp.UUID, true);
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
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@ -277,10 +307,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This will throw if the attachment fails
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try
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{
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AttachObject(remoteClient, objatt, AttachmentPt, false);
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AttachObject(sp, objatt, AttachmentPt, false);
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}
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catch
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
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objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
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// Make sure the object doesn't stick around and bail
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m_scene.DeleteSceneObject(objatt, false);
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return null;
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@ -295,13 +329,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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objatt.ResumeScripts();
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// Do this last so that event listeners have access to all the effects of the attachment
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId);
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
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}
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else
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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itemID, remoteClient.Name, AttachmentPt);
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itemID, sp.Name, AttachmentPt);
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}
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return objatt;
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@ -314,12 +348,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// Update the user inventory to the attachment of an item
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/// </summary>
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/// <param name="att"></param>
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/// <param name="remoteClient"></param>
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/// <param name="sp"></param>
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/// <param name="itemID"></param>
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/// <param name="AttachmentPt"></param>
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/// <returns></returns>
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protected UUID ShowAttachInUserInventory(
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SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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private UUID ShowAttachInUserInventory(
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SceneObjectGroup att, ScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Updating inventory of {0} to show attachment of {1} (item ID {2})",
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@ -328,16 +362,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!att.IsDeleted)
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AttachmentPt = att.RootPart.AttachmentPoint;
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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return att.UUID;
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}
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@ -345,12 +375,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <summary>
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/// Update the user inventory to reflect an attachment
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="sp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="itemID"></param>
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/// <param name="att"></param>
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protected void ShowAttachInUserInventory(
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IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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private void ShowAttachInUserInventory(
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ScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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{
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// m_log.DebugFormat(
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// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
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return;
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}
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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// XXYY!!
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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bool changed = presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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}
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public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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@ -407,9 +432,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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}
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DetachSingleAttachmentToInv(itemID, remoteClient);
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DetachSingleAttachmentToInv(itemID, presence);
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}
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}
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public void DetachSingleAttachmentToGround(UUID itemID, IClientAPI remoteClient)
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@ -447,7 +472,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards.
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// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
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protected void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient)
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private void DetachSingleAttachmentToInv(UUID itemID, ScenePresence sp)
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{
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if (itemID == UUID.Zero) // If this happened, someone made a mistake....
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return;
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@ -474,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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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UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID);
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m_scene.DeleteSceneObject(group, false);
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return;
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}
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@ -49,11 +49,9 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <summary>
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/// Attach an object to an avatar.
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/// </summary>
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/// <param name="controllingClient"></param>
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/// <param name="localID"></param>
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/// <param name="attachPoint"></param>
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/// <param name="rot"></param>
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/// <param name="attachPos"></param>
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/// <param name="remoteClient"></param>
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/// <param name="grp"></param>
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(
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Loading…
Reference in New Issue