Bring AttachmentsModule on 0.7.4-extended mostly up to equivalent level of git master 3611d33b00
				
					
				
			
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				|  | @ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
| //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); | ||||
| 
 | ||||
|             List<SceneObjectGroup> attachments = sp.GetAttachments(); | ||||
| 
 | ||||
|             if (attachments.Count <= 0) | ||||
|                 return; | ||||
| 
 | ||||
|             Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>(); | ||||
| 
 | ||||
|             foreach (SceneObjectGroup so in attachments) | ||||
|             { | ||||
|                 // Scripts MUST be snapshotted before the object is | ||||
|                 // removed from the scene because doing otherwise will | ||||
|                 // clobber the run flag | ||||
|                 // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from | ||||
|                 // scripts performing attachment operations at the same time.  Getting object states stops the scripts. | ||||
|                 scriptStates[so] = PrepareScriptInstanceForSave(so, false); | ||||
|             } | ||||
| 
 | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
|             { | ||||
|                 foreach (SceneObjectGroup so in sp.GetAttachments()) | ||||
|                 { | ||||
|                     UpdateDetachedObject(sp, so); | ||||
|                 } | ||||
|                 foreach (SceneObjectGroup so in attachments) | ||||
|                     UpdateDetachedObject(sp, so, scriptStates[so]); | ||||
|      | ||||
|                 sp.ClearAttachments(); | ||||
|             } | ||||
|  | @ -268,69 +283,105 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|             sp.ClearAttachments(); | ||||
|         } | ||||
|          | ||||
| 
 | ||||
|         public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) | ||||
|         { | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
|             if (!Enabled) | ||||
|                 return false; | ||||
| 
 | ||||
|             return AttachObjectInternal(sp, group, attachmentPt, silent, false); | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|         /// Internal method which actually does all the work for attaching an object. | ||||
|         /// </summary> | ||||
|         /// <returns>The object attached.</returns> | ||||
|         /// <param name='sp'></param> | ||||
|         /// <param name='group'>The object to attach.</param> | ||||
|         /// <param name='attachmentPt'></param> | ||||
|         /// <param name='silent'></param> | ||||
|         /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param> | ||||
|         private bool AttachObjectInternal( | ||||
|             IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool resumeScripts) | ||||
|         { | ||||
|             if (sp.GetAttachments().Contains(group)) | ||||
|             { | ||||
| //                m_log.WarnFormat( | ||||
| //                    "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", | ||||
| //                    group.Name, group.LocalId, sp.Name, AttachmentPt); | ||||
| 
 | ||||
|                 return false; | ||||
|             } | ||||
| 
 | ||||
| //                m_log.DebugFormat( | ||||
| //                    "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", | ||||
| //                    group.Name, group.LocalId, sp.Name, attachmentPt, silent); | ||||
| 
 | ||||
|                 if (group.GetSittingAvatarsCount() != 0) | ||||
|                 { | ||||
|             if (group.GetSittingAvatarsCount() != 0) | ||||
|             { | ||||
| //                    m_log.WarnFormat( | ||||
| //                        "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", | ||||
| //                        group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); | ||||
|      | ||||
|                     return false; | ||||
|                 } | ||||
|      | ||||
|                 if (sp.GetAttachments(attachmentPt).Contains(group)) | ||||
|                 { | ||||
|     //                m_log.WarnFormat( | ||||
|     //                    "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", | ||||
|     //                    group.Name, group.LocalId, sp.Name, AttachmentPt); | ||||
|      | ||||
|                     return false; | ||||
|                 } | ||||
|      | ||||
|                 Vector3 attachPos = group.AbsolutePosition; | ||||
|      | ||||
|                 // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should | ||||
|                 // be removed when that functionality is implemented in opensim | ||||
|                 attachmentPt &= 0x7f; | ||||
|                  | ||||
|                 // If the attachment point isn't the same as the one previously used | ||||
|                 // set it's offset position = 0 so that it appears on the attachment point | ||||
|                 // and not in a weird location somewhere unknown. | ||||
|                 if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) | ||||
|                 { | ||||
|                     attachPos = Vector3.Zero; | ||||
|                 } | ||||
|      | ||||
|                 // AttachmentPt 0 means the client chose to 'wear' the attachment. | ||||
|                 if (attachmentPt == 0) | ||||
|                 { | ||||
|                     // Check object for stored attachment point | ||||
|                     attachmentPt = group.AttachmentPoint; | ||||
|                 } | ||||
|      | ||||
|                 // if we still didn't find a suitable attachment point....... | ||||
|                 if (attachmentPt == 0) | ||||
|                 { | ||||
|                     // Stick it on left hand with Zero Offset from the attachment point. | ||||
|                     attachmentPt = (uint)AttachmentPoint.LeftHand; | ||||
|                     attachPos = Vector3.Zero; | ||||
|                 } | ||||
|      | ||||
| 
 | ||||
|                 return false; | ||||
|             } | ||||
| 
 | ||||
|             Vector3 attachPos = group.AbsolutePosition; | ||||
| 
 | ||||
|             // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should | ||||
|             // be removed when that functionality is implemented in opensim | ||||
|             attachmentPt &= 0x7f; | ||||
|              | ||||
|             // If the attachment point isn't the same as the one previously used | ||||
|             // set it's offset position = 0 so that it appears on the attachment point | ||||
|             // and not in a weird location somewhere unknown. | ||||
|             if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint) | ||||
|             { | ||||
|                 attachPos = Vector3.Zero; | ||||
|             } | ||||
| 
 | ||||
|             // AttachmentPt 0 (default) means the client chose to 'wear' the attachment. | ||||
|             if (attachmentPt == (uint)AttachmentPoint.Default) | ||||
|             { | ||||
|                 // Check object for stored attachment point | ||||
|                 attachmentPt = group.AttachmentPoint; | ||||
|             } | ||||
| 
 | ||||
|             // if we still didn't find a suitable attachment point....... | ||||
|             if (attachmentPt == 0) | ||||
|             { | ||||
|                 // Stick it on left hand with Zero Offset from the attachment point. | ||||
|                 attachmentPt = (uint)AttachmentPoint.LeftHand; | ||||
|                 attachPos = Vector3.Zero; | ||||
|             } | ||||
| 
 | ||||
|             // Remove any previous attachments | ||||
|             List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt); | ||||
| 
 | ||||
|             // At the moment we can only deal with a single attachment | ||||
|             if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) | ||||
|                 DetachSingleAttachmentToInv(sp, existingAttachments[0]); | ||||
| 
 | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
|             { | ||||
|                 group.AttachmentPoint = attachmentPt; | ||||
|                 group.AbsolutePosition = attachPos; | ||||
| 
 | ||||
|                 if (sp.PresenceType != PresenceType.Npc) | ||||
|                     UpdateUserInventoryWithAttachment(sp, group, attachmentPt); | ||||
|      | ||||
| 
 | ||||
|                 AttachToAgent(sp, group, attachmentPt, attachPos, silent); | ||||
| 
 | ||||
|                 if (resumeScripts) | ||||
|                 { | ||||
|                     // Fire after attach, so we don't get messy perms dialogs | ||||
|                     // 4 == AttachedRez | ||||
|                     group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); | ||||
|                     group.ResumeScripts(); | ||||
|                 } | ||||
| 
 | ||||
|                 // Do this last so that event listeners have access to all the effects of the attachment | ||||
|                 m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); | ||||
|             } | ||||
| 
 | ||||
|             return true; | ||||
|  | @ -338,21 +389,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|         private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt) | ||||
|         { | ||||
|             // Remove any previous attachments | ||||
|             List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt); | ||||
| 
 | ||||
|             // At the moment we can only deal with a single attachment | ||||
|             if (attachments.Count != 0) | ||||
|             { | ||||
|                 if (attachments[0].FromItemID != UUID.Zero) | ||||
|                     DetachSingleAttachmentToInvInternal(sp, attachments[0]); | ||||
|                 else | ||||
|                     m_log.WarnFormat( | ||||
|                         "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", | ||||
|                         attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); | ||||
|             } | ||||
| 
 | ||||
|             // Add the new attachment to inventory if we don't already have it. | ||||
|             UUID newAttachmentItemID = group.FromItemID; | ||||
|             if (newAttachmentItemID == UUID.Zero) | ||||
|                 newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; | ||||
|  | @ -366,8 +402,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                 return null; | ||||
| 
 | ||||
| //            m_log.DebugFormat( | ||||
| //                "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", | ||||
| //                (AttachmentPoint)AttachmentPt, itemID, sp.Name); | ||||
| //                "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", | ||||
| //                (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); | ||||
| 
 | ||||
|             // TODO: this short circuits multiple attachments functionality  in  LL viewer 2.1+ and should | ||||
|             // be removed when that functionality is implemented in opensim | ||||
|  | @ -408,16 +444,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                 return; | ||||
| 
 | ||||
|             //                m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
| 
 | ||||
|             foreach (KeyValuePair<UUID, uint> rez in rezlist) | ||||
|             { | ||||
|                 foreach (KeyValuePair<UUID, uint> rez in rezlist) | ||||
|                 { | ||||
|                     RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); | ||||
|                 } | ||||
|                 RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) | ||||
|         { | ||||
|             DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity); | ||||
|         } | ||||
| 
 | ||||
|         public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot) | ||||
|         { | ||||
|             if (!Enabled) | ||||
|                 return; | ||||
|  | @ -436,6 +475,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|             UUID inventoryID = so.FromItemID; | ||||
| 
 | ||||
|             // As per Linden spec, drop is disabled for temp attachs | ||||
|             if (inventoryID == UUID.Zero) | ||||
|                 return; | ||||
| 
 | ||||
| //            m_log.DebugFormat( | ||||
| //                "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", | ||||
| //                so.Name, so.LocalId, inventoryID); | ||||
|  | @ -446,7 +489,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                     so.PrimCount, sp.UUID, sp.AbsolutePosition)) | ||||
|                     return; | ||||
| 
 | ||||
|                 bool changed = sp.Appearance.DetachAttachment(inventoryID); | ||||
|                 bool changed = false; | ||||
|                 if (inventoryID != UUID.Zero) | ||||
|                     changed = sp.Appearance.DetachAttachment(inventoryID); | ||||
|                 if (changed && m_scene.AvatarFactory != null) | ||||
|                     m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); | ||||
| 
 | ||||
|  | @ -454,7 +499,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                 so.FromItemID = UUID.Zero; | ||||
| 
 | ||||
|                 SceneObjectPart rootPart = so.RootPart; | ||||
|                 so.AbsolutePosition = sp.AbsolutePosition; | ||||
|                 so.AbsolutePosition = absolutePos; | ||||
|                 if (absoluteRot != Quaternion.Identity) | ||||
|                 { | ||||
|                     so.UpdateGroupRotationR(absoluteRot); | ||||
|                 } | ||||
|                 so.AttachedAvatar = UUID.Zero; | ||||
|                 rootPart.SetParentLocalId(0); | ||||
|                 so.ClearPartAttachmentData(); | ||||
|  | @ -478,25 +527,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|         public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) | ||||
|         { | ||||
|             if (so.AttachedAvatar != sp.UUID) | ||||
|             { | ||||
|                 m_log.WarnFormat( | ||||
|                     "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", | ||||
|                     so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); | ||||
| 
 | ||||
|                 return; | ||||
|             } | ||||
| 
 | ||||
| //            m_log.DebugFormat( | ||||
| //                "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}",  | ||||
| //                so.Name, so.LocalId, sp.Name, m_scene.Name); | ||||
| 
 | ||||
|             // Scripts MUST be snapshotted before the object is | ||||
|             // removed from the scene because doing otherwise will | ||||
|             // clobber the run flag | ||||
|             // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from | ||||
|             // scripts performing attachment operations at the same time.  Getting object states stops the scripts. | ||||
|             string scriptedState = PrepareScriptInstanceForSave(so, true); | ||||
| 
 | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
|             { | ||||
|                 // Save avatar attachment information | ||||
| //                m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); | ||||
| 
 | ||||
|                 if (so.AttachedAvatar != sp.UUID) | ||||
|                 { | ||||
|                     m_log.WarnFormat( | ||||
|                         "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", | ||||
|                         so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); | ||||
| 
 | ||||
|                     return; | ||||
|                 } | ||||
| 
 | ||||
|                 bool changed = sp.Appearance.DetachAttachment(so.FromItemID); | ||||
|                 if (changed && m_scene.AvatarFactory != null) | ||||
|                     m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); | ||||
| 
 | ||||
|                 DetachSingleAttachmentToInvInternal(sp, so); | ||||
|                 sp.RemoveAttachment(so); | ||||
|                 UpdateDetachedObject(sp, so, scriptedState); | ||||
|             } | ||||
|         } | ||||
|          | ||||
|  | @ -551,6 +612,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|         /// <param name="saveAllScripted"></param> | ||||
|         private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState) | ||||
|         { | ||||
|             if (grp.FromItemID == UUID.Zero) | ||||
|             { | ||||
|                 // We can't save temp attachments | ||||
|                 grp.HasGroupChanged = false; | ||||
|                 return; | ||||
|             } | ||||
| 
 | ||||
|             // Saving attachments for NPCs messes them up for the real owner! | ||||
|             INPCModule module = m_scene.RequestModuleInterface<INPCModule>(); | ||||
|             if (module != null) | ||||
|  | @ -644,15 +712,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|             if (!silent) | ||||
|             { | ||||
|                 // Killing it here will cause the client to deselect it | ||||
|                 // It then reappears on the avatar, deselected | ||||
|                 // through the full update below | ||||
|                 // | ||||
|                 if (so.IsSelected) | ||||
|                 { | ||||
|                     m_scene.SendKillObject(new List<uint> { so.RootPart.LocalId }); | ||||
|                 } | ||||
|                 else if (so.HasPrivateAttachmentPoint) | ||||
|                 if (so.HasPrivateAttachmentPoint) | ||||
|                 { | ||||
| //                    m_log.DebugFormat( | ||||
| //                        "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", | ||||
|  | @ -707,8 +767,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|             return newItem; | ||||
|         } | ||||
| 
 | ||||
|         private string GetObjectScriptStates(SceneObjectGroup grp) | ||||
|         /// <summary> | ||||
|         /// Prepares the script instance for save. | ||||
|         /// </summary> | ||||
|         /// <remarks> | ||||
|         /// This involves triggering the detach event and getting the script state (which also stops the script) | ||||
|         /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a  | ||||
|         /// running script is performing attachment operations. | ||||
|         /// </remarks> | ||||
|         /// <returns> | ||||
|         /// The script state ready for persistence. | ||||
|         /// </returns> | ||||
|         /// <param name='grp'> | ||||
|         /// </param> | ||||
|         /// <param name='fireDetachEvent'> | ||||
|         /// If true, then fire the script event before we save its state. | ||||
|         /// </param> | ||||
|         private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent) | ||||
|         { | ||||
|             if (fireDetachEvent) | ||||
|                 m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero); | ||||
| 
 | ||||
|             using (StringWriter sw = new StringWriter()) | ||||
|             { | ||||
|                 using (XmlTextWriter writer = new XmlTextWriter(sw)) | ||||
|  | @ -720,7 +799,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so) | ||||
|         private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState) | ||||
|         { | ||||
|             // Don't save attachments for HG visitors, it | ||||
|             // messes up their inventory. When a HG visitor logs | ||||
|  | @ -733,11 +812,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                     && (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" | ||||
|  | @ -761,91 +835,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|             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); | ||||
| 
 | ||||
|             m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); | ||||
|             sp.RemoveAttachment(so); | ||||
| 
 | ||||
|             UpdateDetachedObject(sp, so); | ||||
|         } | ||||
| 
 | ||||
|         private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( | ||||
|             IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) | ||||
|         { | ||||
|             if (m_invAccessModule == null) | ||||
|                 return null; | ||||
| 
 | ||||
|             lock (sp.AttachmentsSyncLock) | ||||
|             SceneObjectGroup objatt; | ||||
| 
 | ||||
|             if (itemID != UUID.Zero) | ||||
|                 objatt = m_invAccessModule.RezObject(sp.ControllingClient, | ||||
|                     itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||||
|                     false, false, sp.UUID, true); | ||||
|             else | ||||
|                 objatt = m_invAccessModule.RezObject(sp.ControllingClient, | ||||
|                     null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||||
|                     false, false, sp.UUID, true); | ||||
| 
 | ||||
|             if (objatt == null) | ||||
|             { | ||||
|                 SceneObjectGroup objatt; | ||||
|                 m_log.WarnFormat( | ||||
|                     "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", | ||||
|                     itemID, sp.Name, attachmentPt); | ||||
| 
 | ||||
|                 if (itemID != UUID.Zero) | ||||
|                     objatt = m_invAccessModule.RezObject(sp.ControllingClient, | ||||
|                         itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||||
|                         false, false, sp.UUID, true); | ||||
|                 else | ||||
|                     objatt = m_invAccessModule.RezObject(sp.ControllingClient, | ||||
|                         null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, | ||||
|                         false, false, sp.UUID, true); | ||||
|                 return null; | ||||
|             } | ||||
| 
 | ||||
|                 if (objatt != null) | ||||
|                 { | ||||
| //                    m_log.DebugFormat( | ||||
| //                        "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", | ||||
| //                        objatt.Name, sp.Name, attachmentPt, m_scene.Name); | ||||
| 
 | ||||
|                     // HasGroupChanged is being set from within RezObject.  Ideally it would be set by the caller. | ||||
|                     objatt.HasGroupChanged = false; | ||||
|                     bool tainted = false; | ||||
|                     if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) | ||||
|                         tainted = true; | ||||
|             // HasGroupChanged is being set from within RezObject.  Ideally it would be set by the caller. | ||||
|             objatt.HasGroupChanged = false; | ||||
|             bool tainted = false; | ||||
|             if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) | ||||
|                 tainted = true; | ||||
| 
 | ||||
|                     // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal | ||||
|                     // course of events.  If not, then it's probably not worth trying to recover the situation | ||||
|                     // since this is more likely to trigger further exceptions and confuse later debugging.  If | ||||
|                     // exceptions can be thrown in expected error conditions (not NREs) then make this consistent | ||||
|                     // since other normal error conditions will simply return false instead. | ||||
|                     // This will throw if the attachment fails | ||||
|                     try | ||||
|                     { | ||||
|                         AttachObject(sp, objatt, attachmentPt, false); | ||||
|                     } | ||||
|                     catch (Exception e) | ||||
|                     { | ||||
|                         m_log.ErrorFormat( | ||||
|                             "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", | ||||
|                             objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); | ||||
|             // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal | ||||
|             // course of events.  If not, then it's probably not worth trying to recover the situation | ||||
|             // since this is more likely to trigger further exceptions and confuse later debugging.  If | ||||
|             // exceptions can be thrown in expected error conditions (not NREs) then make this consistent | ||||
|             // since other normal error conditions will simply return false instead. | ||||
|             // This will throw if the attachment fails | ||||
|             try | ||||
|             { | ||||
|                 AttachObjectInternal(sp, objatt, attachmentPt, false, true); | ||||
|             } | ||||
|             catch (Exception e) | ||||
|             { | ||||
|                 m_log.ErrorFormat( | ||||
|                     "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", | ||||
|                     objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); | ||||
| 
 | ||||
|                         // Make sure the object doesn't stick around and bail | ||||
|                         sp.RemoveAttachment(objatt); | ||||
|                         m_scene.DeleteSceneObject(objatt, false); | ||||
|                         return null; | ||||
|                     } | ||||
| 
 | ||||
|                     if (tainted) | ||||
|                         objatt.HasGroupChanged = true; | ||||
| 
 | ||||
|                     // Fire after attach, so we don't get messy perms dialogs | ||||
|                     // 4 == AttachedRez | ||||
|                     objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); | ||||
|                     objatt.ResumeScripts(); | ||||
| 
 | ||||
|                     // Do this last so that event listeners have access to all the effects of the attachment | ||||
|                     m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); | ||||
| 
 | ||||
|                     return objatt; | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     m_log.WarnFormat( | ||||
|                         "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", | ||||
|                         itemID, sp.Name, attachmentPt); | ||||
|                 } | ||||
|                 // Make sure the object doesn't stick around and bail | ||||
|                 sp.RemoveAttachment(objatt); | ||||
|                 m_scene.DeleteSceneObject(objatt, false); | ||||
|                 return null; | ||||
|             } | ||||
| 
 | ||||
|             return null; | ||||
|             if (tainted) | ||||
|                 objatt.HasGroupChanged = true; | ||||
| 
 | ||||
|             return objatt; | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|  | @ -875,6 +926,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|             InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); | ||||
|             item = m_scene.InventoryService.GetItem(item); | ||||
|             if (item == null) | ||||
|                 return; | ||||
| 
 | ||||
|             bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); | ||||
|             if (changed && m_scene.AvatarFactory != null) | ||||
|             { | ||||
|  | @ -964,15 +1018,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|                 AttachmentPt &= 0x7f; | ||||
| 
 | ||||
|                 // Calls attach with a Zero position | ||||
|                 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) | ||||
|                 { | ||||
| //                    m_log.Debug( | ||||
| //                        "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId | ||||
| //                        + ", AttachmentPoint: " + AttachmentPt); | ||||
| 
 | ||||
|                     // Save avatar attachment information | ||||
|                     m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId); | ||||
|                 } | ||||
|                 AttachObject(sp, part.ParentGroup, AttachmentPt, false); | ||||
|             } | ||||
|             catch (Exception e) | ||||
|             { | ||||
|  | @ -988,7 +1034,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|             ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); | ||||
|             SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); | ||||
| 
 | ||||
|             if (sp != null && group != null) | ||||
|             if (sp != null && group != null && group.FromItemID != UUID.Zero) | ||||
|                 DetachSingleAttachmentToInv(sp, group); | ||||
|         } | ||||
| 
 | ||||
|  | @ -1000,17 +1046,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
|             ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); | ||||
|             if (sp != null) | ||||
|             { | ||||
|                 lock (sp.AttachmentsSyncLock) | ||||
|                 List<SceneObjectGroup> attachments = sp.GetAttachments(); | ||||
| 
 | ||||
|                 foreach (SceneObjectGroup group in attachments) | ||||
|                 { | ||||
|                     List<SceneObjectGroup> attachments = sp.GetAttachments(); | ||||
|      | ||||
|                     foreach (SceneObjectGroup group in attachments) | ||||
|                     if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) | ||||
|                     { | ||||
|                         if (group.FromItemID == itemID) | ||||
|                         { | ||||
|                             DetachSingleAttachmentToInv(sp, group); | ||||
|                             return; | ||||
|                         } | ||||
|                         DetachSingleAttachmentToInv(sp, group); | ||||
|                         return; | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|  | @ -1028,4 +1071,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments | |||
| 
 | ||||
|         #endregion | ||||
|     } | ||||
| } | ||||
| } | ||||
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		Reference in New Issue
	
	 Justin Clark-Casey (justincc)
						Justin Clark-Casey (justincc)