Bring AttachmentsModule on 0.7.4-extended mostly up to equivalent level of git master 3611d33b00
parent
d25d36ec33
commit
d71b097396
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@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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if (attachments.Count <= 0)
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return;
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Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
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foreach (SceneObjectGroup so in attachments)
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{
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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scriptStates[so] = PrepareScriptInstanceForSave(so, false);
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}
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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UpdateDetachedObject(sp, so);
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}
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foreach (SceneObjectGroup so in attachments)
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UpdateDetachedObject(sp, so, scriptStates[so]);
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sp.ClearAttachments();
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}
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@ -271,8 +286,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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{
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lock (sp.AttachmentsSyncLock)
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if (!Enabled)
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return false;
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return AttachObjectInternal(sp, group, attachmentPt, silent, false);
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}
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/// <summary>
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/// Internal method which actually does all the work for attaching an object.
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/// </summary>
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/// <returns>The object attached.</returns>
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/// <param name='sp'></param>
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/// <param name='group'>The object to attach.</param>
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/// <param name='attachmentPt'></param>
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/// <param name='silent'></param>
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/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
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private bool AttachObjectInternal(
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool resumeScripts)
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{
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if (sp.GetAttachments().Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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@ -286,15 +326,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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Vector3 attachPos = group.AbsolutePosition;
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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@ -304,13 +335,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
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if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == 0)
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// AttachmentPt 0 (default) means the client chose to 'wear' the attachment.
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if (attachmentPt == (uint)AttachmentPoint.Default)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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@ -324,6 +355,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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attachPos = Vector3.Zero;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
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// At the moment we can only deal with a single attachment
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if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, existingAttachments[0]);
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lock (sp.AttachmentsSyncLock)
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{
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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@ -331,6 +371,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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if (resumeScripts)
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{
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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group.ResumeScripts();
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}
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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(group.LocalId, group.FromItemID, sp.UUID);
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}
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return true;
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@ -338,21 +389,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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else
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m_log.WarnFormat(
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"[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!",
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attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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}
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// Add the new attachment to inventory if we don't already have it.
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UUID newAttachmentItemID = group.FromItemID;
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
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@ -366,8 +402,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return null;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
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// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
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// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
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// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
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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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@ -408,16 +444,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
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lock (sp.AttachmentsSyncLock)
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{
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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{
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RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
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}
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}
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
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{
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DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
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}
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public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
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{
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if (!Enabled)
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return;
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@ -436,6 +475,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UUID inventoryID = so.FromItemID;
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// As per Linden spec, drop is disabled for temp attachs
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if (inventoryID == UUID.Zero)
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return;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
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// so.Name, so.LocalId, inventoryID);
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@ -446,7 +489,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.PrimCount, sp.UUID, sp.AbsolutePosition))
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return;
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bool changed = sp.Appearance.DetachAttachment(inventoryID);
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bool changed = false;
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if (inventoryID != UUID.Zero)
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changed = sp.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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@ -454,7 +499,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.FromItemID = UUID.Zero;
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SceneObjectPart rootPart = so.RootPart;
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so.AbsolutePosition = sp.AbsolutePosition;
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so.AbsolutePosition = absolutePos;
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if (absoluteRot != Quaternion.Identity)
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{
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so.UpdateGroupRotationR(absoluteRot);
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}
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so.AttachedAvatar = UUID.Zero;
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rootPart.SetParentLocalId(0);
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so.ClearPartAttachmentData();
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@ -478,11 +527,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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{
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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if (so.AttachedAvatar != sp.UUID)
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{
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m_log.WarnFormat(
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@ -492,11 +536,28 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}",
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// so.Name, so.LocalId, sp.Name, m_scene.Name);
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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string scriptedState = PrepareScriptInstanceForSave(so, true);
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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DetachSingleAttachmentToInvInternal(sp, so);
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sp.RemoveAttachment(so);
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UpdateDetachedObject(sp, so, scriptedState);
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}
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}
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@ -551,6 +612,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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if (grp.FromItemID == UUID.Zero)
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{
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// We can't save temp attachments
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grp.HasGroupChanged = false;
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return;
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}
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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if (module != null)
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@ -644,15 +712,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (!silent)
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{
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// Killing it here will cause the client to deselect it
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// It then reappears on the avatar, deselected
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// through the full update below
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//
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if (so.IsSelected)
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{
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m_scene.SendKillObject(new List<uint> { so.RootPart.LocalId });
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}
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else if (so.HasPrivateAttachmentPoint)
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if (so.HasPrivateAttachmentPoint)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}",
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@ -707,8 +767,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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private string GetObjectScriptStates(SceneObjectGroup grp)
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/// <summary>
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/// Prepares the script instance for save.
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/// </summary>
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/// <remarks>
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/// This involves triggering the detach event and getting the script state (which also stops the script)
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/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
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/// running script is performing attachment operations.
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/// </remarks>
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/// <returns>
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/// The script state ready for persistence.
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/// </returns>
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/// <param name='grp'>
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/// </param>
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/// <param name='fireDetachEvent'>
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/// If true, then fire the script event before we save its state.
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/// </param>
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private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
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{
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if (fireDetachEvent)
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m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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@ -720,7 +799,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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@ -733,11 +812,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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&& (m_scene.UserManagementModule == null
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|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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string scriptedState = GetObjectScriptStates(so);
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// Remove the object from the scene so no more updates
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// are sent. Doing this before the below changes will ensure
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// updates can't cause "HUD artefacts"
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@ -761,24 +835,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.RemoveScriptInstances(true);
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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UpdateDetachedObject(sp, so);
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
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{
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if (m_invAccessModule == null)
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return null;
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lock (sp.AttachmentsSyncLock)
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{
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SceneObjectGroup objatt;
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if (itemID != UUID.Zero)
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@ -790,8 +852,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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if (objatt != null)
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if (objatt == null)
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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, sp.Name, attachmentPt);
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return null;
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}
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
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// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
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@ -810,7 +879,7 @@ 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(sp, objatt, attachmentPt, false);
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AttachObjectInternal(sp, objatt, attachmentPt, false, true);
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}
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catch (Exception e)
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{
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@ -827,26 +896,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (tainted)
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objatt.HasGroupChanged = true;
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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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, sp.UUID);
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return objatt;
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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, sp.Name, attachmentPt);
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}
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}
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return null;
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}
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/// <summary>
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/// Update the user inventory to reflect an attachment
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@ -875,6 +926,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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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if (item == null)
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return;
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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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{
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@ -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);
|
||||
}
|
||||
|
||||
|
@ -999,14 +1045,12 @@ 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)
|
||||
{
|
||||
if (group.FromItemID == itemID)
|
||||
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
|
||||
{
|
||||
DetachSingleAttachmentToInv(sp, group);
|
||||
return;
|
||||
|
@ -1014,7 +1058,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue