Bring AttachmentsModule on 0.7.4-extended mostly up to equivalent level of git master 3611d33b00

0.7.4-extended
Justin Clark-Casey (justincc) 2013-04-02 23:32:45 +01:00
parent d25d36ec33
commit d71b097396
1 changed files with 232 additions and 189 deletions

View File

@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); // 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) lock (sp.AttachmentsSyncLock)
{ {
foreach (SceneObjectGroup so in sp.GetAttachments()) foreach (SceneObjectGroup so in attachments)
{ UpdateDetachedObject(sp, so, scriptStates[so]);
UpdateDetachedObject(sp, so);
}
sp.ClearAttachments(); sp.ClearAttachments();
} }
@ -268,69 +283,105 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sp.ClearAttachments(); sp.ClearAttachments();
} }
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) 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( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent); // group.Name, group.LocalId, sp.Name, attachmentPt, silent);
if (group.GetSittingAvatarsCount() != 0) if (group.GetSittingAvatarsCount() != 0)
{ {
// m_log.WarnFormat( // m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", // "[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()); // group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false; return false;
} }
if (sp.GetAttachments(attachmentPt).Contains(group)) Vector3 attachPos = group.AbsolutePosition;
{
// m_log.WarnFormat( // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", // be removed when that functionality is implemented in opensim
// group.Name, group.LocalId, sp.Name, AttachmentPt); attachmentPt &= 0x7f;
return false; // 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.
Vector3 attachPos = group.AbsolutePosition; if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
{
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should attachPos = Vector3.Zero;
// be removed when that functionality is implemented in opensim }
attachmentPt &= 0x7f;
// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
// If the attachment point isn't the same as the one previously used if (attachmentPt == (uint)AttachmentPoint.Default)
// set it's offset position = 0 so that it appears on the attachment point {
// and not in a weird location somewhere unknown. // Check object for stored attachment point
if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) attachmentPt = group.AttachmentPoint;
{ }
attachPos = Vector3.Zero;
} // if we still didn't find a suitable attachment point.......
if (attachmentPt == 0)
// AttachmentPt 0 means the client chose to 'wear' the attachment. {
if (attachmentPt == 0) // Stick it on left hand with Zero Offset from the attachment point.
{ attachmentPt = (uint)AttachmentPoint.LeftHand;
// Check object for stored attachment point attachPos = Vector3.Zero;
attachmentPt = group.AttachmentPoint; }
}
// Remove any previous attachments
// if we still didn't find a suitable attachment point....... List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
if (attachmentPt == 0)
{ // At the moment we can only deal with a single attachment
// Stick it on left hand with Zero Offset from the attachment point. if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
attachmentPt = (uint)AttachmentPoint.LeftHand; DetachSingleAttachmentToInv(sp, existingAttachments[0]);
attachPos = Vector3.Zero;
} lock (sp.AttachmentsSyncLock)
{
group.AttachmentPoint = attachmentPt; group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos; group.AbsolutePosition = attachPos;
if (sp.PresenceType != PresenceType.Npc) if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt); UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent); 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; return true;
@ -338,21 +389,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt) 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; UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero) if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
@ -366,8 +402,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return null; return null;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", // "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
// (AttachmentPoint)AttachmentPt, itemID, sp.Name); // (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim // be removed when that functionality is implemented in opensim
@ -408,16 +444,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return; return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); // 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) 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) if (!Enabled)
return; return;
@ -436,6 +475,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
UUID inventoryID = so.FromItemID; UUID inventoryID = so.FromItemID;
// As per Linden spec, drop is disabled for temp attachs
if (inventoryID == UUID.Zero)
return;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", // "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
// so.Name, so.LocalId, inventoryID); // so.Name, so.LocalId, inventoryID);
@ -446,7 +489,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.PrimCount, sp.UUID, sp.AbsolutePosition)) so.PrimCount, sp.UUID, sp.AbsolutePosition))
return; 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) if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
@ -454,7 +499,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.FromItemID = UUID.Zero; so.FromItemID = UUID.Zero;
SceneObjectPart rootPart = so.RootPart; SceneObjectPart rootPart = so.RootPart;
so.AbsolutePosition = sp.AbsolutePosition; so.AbsolutePosition = absolutePos;
if (absoluteRot != Quaternion.Identity)
{
so.UpdateGroupRotationR(absoluteRot);
}
so.AttachedAvatar = UUID.Zero; so.AttachedAvatar = UUID.Zero;
rootPart.SetParentLocalId(0); rootPart.SetParentLocalId(0);
so.ClearPartAttachmentData(); so.ClearPartAttachmentData();
@ -478,25 +527,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) 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) lock (sp.AttachmentsSyncLock)
{ {
// Save avatar attachment information // Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); // 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); bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
if (changed && m_scene.AvatarFactory != null) if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); 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> /// <param name="saveAllScripted"></param>
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState) 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! // Saving attachments for NPCs messes them up for the real owner!
INPCModule module = m_scene.RequestModuleInterface<INPCModule>(); INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
if (module != null) if (module != null)
@ -644,15 +712,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (!silent) if (!silent)
{ {
// Killing it here will cause the client to deselect it if (so.HasPrivateAttachmentPoint)
// 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)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", // "[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; 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 (StringWriter sw = new StringWriter())
{ {
using (XmlTextWriter writer = new XmlTextWriter(sw)) 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 // Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs // 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 == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); || 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 // Remove the object from the scene so no more updates
// are sent. Doing this before the below changes will ensure // are sent. Doing this before the below changes will ensure
// updates can't cause "HUD artefacts" // updates can't cause "HUD artefacts"
@ -761,91 +835,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.RemoveScriptInstances(true); 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( private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
{ {
if (m_invAccessModule == null) if (m_invAccessModule == null)
return 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) return null;
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)
{
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
// objatt.Name, sp.Name, attachmentPt, m_scene.Name); // objatt.Name, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false; objatt.HasGroupChanged = false;
bool tainted = false; bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true; tainted = true;
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal // 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 // 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 // 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 // exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead. // since other normal error conditions will simply return false instead.
// This will throw if the attachment fails // This will throw if the attachment fails
try try
{ {
AttachObject(sp, objatt, attachmentPt, false); AttachObjectInternal(sp, objatt, attachmentPt, false, true);
} }
catch (Exception e) catch (Exception e)
{ {
m_log.ErrorFormat( m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail // Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt); sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false); m_scene.DeleteSceneObject(objatt, false);
return null; 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);
}
} }
return null; if (tainted)
objatt.HasGroupChanged = true;
return objatt;
} }
/// <summary> /// <summary>
@ -875,6 +926,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
item = m_scene.InventoryService.GetItem(item); item = m_scene.InventoryService.GetItem(item);
if (item == null)
return;
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null) if (changed && m_scene.AvatarFactory != null)
{ {
@ -964,15 +1018,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
AttachmentPt &= 0x7f; AttachmentPt &= 0x7f;
// Calls attach with a Zero position // Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) 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);
}
} }
catch (Exception e) catch (Exception e)
{ {
@ -988,7 +1034,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
if (sp != null && group != null) if (sp != null && group != null && group.FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, group); DetachSingleAttachmentToInv(sp, group);
} }
@ -1000,17 +1046,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null) if (sp != null)
{ {
lock (sp.AttachmentsSyncLock) List<SceneObjectGroup> attachments = sp.GetAttachments();
foreach (SceneObjectGroup group in attachments)
{ {
List<SceneObjectGroup> attachments = sp.GetAttachments(); if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
foreach (SceneObjectGroup group in attachments)
{ {
if (group.FromItemID == itemID) DetachSingleAttachmentToInv(sp, group);
{ return;
DetachSingleAttachmentToInv(sp, group);
return;
}
} }
} }
} }
@ -1028,4 +1071,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
#endregion #endregion
} }
} }