Merge branch 'avination' into careminster

avinationmerge
Melanie 2012-07-23 21:55:18 +01:00
commit d69f186f5a
5 changed files with 84 additions and 45 deletions

View File

@ -28,6 +28,7 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.IO;
using System.Xml;
using log4net;
using Mono.Addins;
@ -248,7 +249,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
public void DeRezAttachments(IScenePresence sp)
{
if (!Enabled)
return;
@ -259,18 +260,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
foreach (SceneObjectGroup so in sp.GetAttachments())
{
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
if (saveChanged || saveAllScripted)
{
so.IsAttachment = false;
so.AbsolutePosition = so.RootPart.AttachedPos;
UpdateKnownItem(sp, so, saveAllScripted);
}
so.RemoveScriptInstances(true);
UpdateDetachedObject(sp, so);
}
sp.ClearAttachments();
@ -597,7 +587,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="sp"></param>
/// <param name="grp"></param>
/// <param name="saveAllScripted"></param>
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
{
// Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
@ -607,13 +597,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
}
if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
if (grp.HasGroupChanged)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
// grp.UUID, grp.AttachmentPoint);
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item);
@ -752,6 +742,60 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return newItem;
}
private string GetObjectScriptStates(SceneObjectGroup grp)
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
grp.SaveScriptedState(writer);
}
return sw.ToString();
}
}
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
{
// Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs
// out on a foreign grid, their attachments will be
// reloaded in the state they were in when they left
// the home grid. This is best anyway as the visited
// grid may use an incompatible script engine.
bool saveChanged
= sp.PresenceType != PresenceType.Npc
&& (m_scene.UserManagementModule == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
string scriptedState = GetObjectScriptStates(so);
// 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);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
so.RootPart.SetParentLocalId(0);
so.IsAttachment = false;
if (saveChanged)
{
// We cannot use AbsolutePosition here because that would
// attempt to cross the prim as it is detached
so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
UpdateKnownItem(sp, so, scriptedState);
}
// Now, remove the scripts
so.RemoveScriptInstances(true);
}
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
@ -759,22 +803,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
sp.RemoveAttachment(so);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
so.RootPart.SetParentLocalId(0);
so.IsAttachment = false;
// We cannot use AbsolutePosition here because that would
// attempt to cross the prim as it is detached
so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
UpdateKnownItem(sp, so, true);
// This MUST happen AFTER serialization because it will
// either stop or remove the scripts. Both will cause scripts
// to be serialized in a stopped state with the true run
// state already lost.
m_scene.DeleteSceneObject(so, false, true);
UpdateDetachedObject(sp, so);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(

View File

@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// <param name="sp">The presence closing</param>
/// <param name="saveChanged">Save changed attachments.</param>
/// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted);
void DeRezAttachments(IScenePresence sp);
/// <summary>
/// Delete all the presence's attachments from the scene

View File

@ -40,6 +40,8 @@ namespace OpenSim.Region.Framework.Interfaces
/// </remarks>
public interface IScenePresence : ISceneAgent
{
PresenceType PresenceType { get; }
/// <summary>
/// Copy of the script states while the agent is in transit. This state may
/// need to be placed back in case of transfer fail.
@ -83,4 +85,4 @@ namespace OpenSim.Region.Framework.Interfaces
void RemoveAttachment(SceneObjectGroup gobj);
void ClearAttachments();
}
}
}

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@ -3467,17 +3467,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (AttachmentsModule != null)
{
// Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs
// out on a foreign grid, their attachments will be
// reloaded in the state they were in when they left
// the home grid. This is best anyway as the visited
// grid may use an incompatible script engine.
bool saveChanged
= avatar.PresenceType != PresenceType.Npc
&& (UserManagementModule == null || UserManagementModule.IsLocalGridUser(avatar.UUID));
AttachmentsModule.DeRezAttachments(avatar, saveChanged, false);
AttachmentsModule.DeRezAttachments(avatar);
}
ForEachClient(

View File

@ -151,6 +151,24 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
}
public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, string scriptedState)
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
ToOriginalXmlFormat(sceneObject, writer, false, true);
writer.WriteRaw(scriptedState);
writer.WriteEndElement();
}
return sw.ToString();
}
}
/// <summary>
/// Serialize a scene object to the original xml format
/// </summary>