From d51aee876d93956e78aa3ada594a75e75bee2ee3 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Fri, 11 Jan 2013 01:46:36 +0000 Subject: [PATCH] Save attachments on detach/exit if a contained script state has been changed. This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped. --- .../Avatar/Attachments/AttachmentsModule.cs | 18 +++++++++++++++++- .../Region/Framework/Scenes/EventManager.cs | 3 +++ 2 files changed, 20 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index e6f555c4be..41f2d978d5 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -75,10 +75,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments m_scene.RegisterModuleInterface(this); if (Enabled) + { m_scene.EventManager.OnNewClient += SubscribeToClientEvents; + m_scene.EventManager.OnStartScript += HandleScriptStateChange; + m_scene.EventManager.OnStopScript += HandleScriptStateChange; + } // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI } + + /// + /// Listen for client triggered running state changes so that we can persist the script's object if necessary. + /// + /// + /// + private void HandleScriptStateChange(uint localID, UUID itemID) + { + SceneObjectGroup sog = m_scene.GetGroupByPrim(localID); + if (sog != null && sog.IsAttachment) + sog.HasGroupChanged = true; + } public void RemoveRegion(Scene scene) { @@ -711,7 +727,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Remove the object from the scene so no more updates // are sent. Doing this before the below changes will ensure // updates can't cause "HUD artefacts" - m_scene.DeleteSceneObject(so, false, false); + m_scene.DeleteSceneObject(so, false); // Prepare sog for storage so.AttachedAvatar = UUID.Zero; diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index 4e37315380..aee68a8107 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -339,6 +339,8 @@ namespace OpenSim.Region.Framework.Scenes /// in /// via , /// via + /// XXX: This is only triggered when it is the client that starts the script, not in other situations where + /// a script is started, unlike OnStopScript! /// public event StartScript OnStartScript; @@ -352,6 +354,7 @@ namespace OpenSim.Region.Framework.Scenes /// in , /// , /// + /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript! /// public event StopScript OnStopScript;