diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 6eba24985a..09781c7279 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -45,6 +45,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")] public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule { + #region INonSharedRegionModule private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private Scene m_scene; @@ -93,26 +94,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { RemoveRegion(m_scene); } - - public void SubscribeToClientEvents(IClientAPI client) - { - client.OnRezSingleAttachmentFromInv += RezSingleAttachmentFromInventory; - client.OnRezMultipleAttachmentsFromInv += RezMultipleAttachmentsFromInventory; - client.OnObjectAttach += AttachObject; - client.OnObjectDetach += DetachObject; - client.OnDetachAttachmentIntoInv += DetachSingleAttachmentToInv; - client.OnObjectDrop += DetachSingleAttachmentToGround; - } - - public void UnsubscribeFromClientEvents(IClientAPI client) - { - client.OnRezSingleAttachmentFromInv -= RezSingleAttachmentFromInventory; - client.OnRezMultipleAttachmentsFromInv -= RezMultipleAttachmentsFromInventory; - client.OnObjectAttach -= AttachObject; - client.OnObjectDetach -= DetachObject; - client.OnDetachAttachmentIntoInv -= DetachSingleAttachmentToInv; - client.OnObjectDrop -= DetachSingleAttachmentToGround; - } + + #endregion + + #region IAttachmentsModule /// /// RezAttachments. This should only be called upon login on the first region. @@ -175,7 +160,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // { grp.IsAttachment = false; grp.AbsolutePosition = grp.RootPart.AttachedPos; - UpdateKnownItem(sp.ControllingClient, grp); + UpdateKnownItem(sp, grp); grp.IsAttachment = true; // } } @@ -198,75 +183,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments sp.ClearAttachments(); } - /// - /// Called by client - /// - /// - /// - /// - /// - private void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) - { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", -// objectLocalID, remoteClient.Name, AttachmentPt, silent); - - if (!Enabled) - return; - - try - { - ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); - - if (sp == null) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); - return; - } - - // If we can't take it, we can't attach it! - SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); - if (part == null) - return; - - if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) - { - remoteClient.SendAgentAlertMessage( - "You don't have sufficient permissions to attach this object", false); - - return; - } - - if (part.OwnerID != remoteClient.AgentId) // Not ours - { - remoteClient.SendAgentAlertMessage( - "You don't have sufficient permissions to attach this object", false); - return; - } - - // 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; - - // Calls attach with a Zero position - if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) - { - m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); - - // Save avatar attachment information - m_log.Debug( - "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId - + ", AttachmentPoint: " + AttachmentPt); - - } - } - catch (Exception e) - { - m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace); - } - } - public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) { lock (sp.AttachmentsSyncLock) @@ -328,7 +244,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments UUID oldAttachmentItemID = attachments[0].GetFromItemID(); if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInv(oldAttachmentItemID, sp); + DetachSingleAttachmentToInvInternal(sp, oldAttachmentItemID); 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!", @@ -338,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // Add the new attachment to inventory if we don't already have it. UUID newAttachmentItemID = group.GetFromItemID(); if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); } @@ -347,63 +263,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } return true; - } - - private void RezMultipleAttachmentsFromInventory(IClientAPI remoteClient, List> rezlist) - { - if (!Enabled) - return; - - ScenePresence sp; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp)) - RezMultipleAttachmentsFromInventory(sp, rezlist); - else - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", - remoteClient.Name, remoteClient.AgentId); - return; - } - - public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) - { - if (!Enabled) - return; - -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); - lock (sp.AttachmentsSyncLock) - { - foreach (KeyValuePair rez in rezlist) - { - RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); - } - } - } - - private ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) - { - return RezSingleAttachmentFromInventory(remoteClient, itemID, AttachmentPt, true, null); - } - - public ISceneEntity RezSingleAttachmentFromInventory( - IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc) - { - if (!Enabled) - return null; - - ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); - - if (sp == null) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", - remoteClient.Name, remoteClient.AgentId); - return null; - } - - return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); } public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) + { + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null); + } + + public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc) { if (!Enabled) return null; @@ -442,14 +309,393 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; } - SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, null); + SceneObjectGroup att = RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc); if (att == null) - DetachSingleAttachmentToInv(itemID, sp.ControllingClient); + DetachSingleAttachmentToInv(sp, itemID); return att; } + public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List> rezlist) + { + if (!Enabled) + return; + + // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); + lock (sp.AttachmentsSyncLock) + { + foreach (KeyValuePair rez in rezlist) + { + RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); + } + } + } + + public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) + { + if (!Enabled) + return; + +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", +// sp.UUID, soLocalId); + + SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); + + if (so == null) + return; + + if (so.AttachedAvatar != sp.UUID) + return; + + UUID inventoryID = so.GetFromItemID(); + +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", +// so.Name, so.LocalId, inventoryID); + + lock (sp.AttachmentsSyncLock) + { + if (!m_scene.Permissions.CanRezObject( + so.PrimCount, sp.UUID, sp.AbsolutePosition)) + return; + + bool changed = sp.Appearance.DetachAttachment(inventoryID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); + + sp.RemoveAttachment(so); + + SceneObjectPart rootPart = so.RootPart; + rootPart.FromItemID = UUID.Zero; + so.AbsolutePosition = sp.AbsolutePosition; + so.AttachedAvatar = UUID.Zero; + rootPart.SetParentLocalId(0); + so.ClearPartAttachmentData(); + rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); + so.HasGroupChanged = true; + rootPart.Rezzed = DateTime.Now; + rootPart.RemFlag(PrimFlags.TemporaryOnRez); + so.AttachToBackup(); + m_scene.EventManager.TriggerParcelPrimCountTainted(); + rootPart.ScheduleFullUpdate(); + rootPart.ClearUndoState(); + + List uuids = new List(); + uuids.Add(inventoryID); + m_scene.InventoryService.DeleteItems(sp.UUID, uuids); + sp.ControllingClient.SendRemoveInventoryItem(inventoryID); + } + + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + } + + public void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID) + { + lock (sp.AttachmentsSyncLock) + { + // Save avatar attachment information + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); + + bool changed = sp.Appearance.DetachAttachment(itemID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); + + DetachSingleAttachmentToInvInternal(sp, itemID); + } + } + + public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) + { + if (!Enabled) + return; + + // First we save the + // attachment point information, then we update the relative + // positioning. Then we have to mark the object as NOT an + // attachment. This is necessary in order to correctly save + // and retrieve GroupPosition information for the attachment. + // Finally, we restore the object's attachment status. + uint attachmentPoint = sog.AttachmentPoint; + sog.UpdateGroupPosition(pos); + sog.IsAttachment = false; + sog.AbsolutePosition = sog.RootPart.AttachedPos; + sog.AttachmentPoint = attachmentPoint; + sog.HasGroupChanged = true; + } + + #endregion + + #region AttachmentModule private methods + + // This is public but is not part of the IAttachmentsModule interface. + // RegionCombiner module needs to poke at it to deliver client events. + // This breaks the encapsulation of the module and should get fixed somehow. + public void SubscribeToClientEvents(IClientAPI client) + { + client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv; + client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv; + client.OnObjectAttach += Client_OnObjectAttach; + client.OnObjectDetach += Client_OnObjectDetach; + client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv; + client.OnObjectDrop += Client_OnObjectDrop; + } + + // This is public but is not part of the IAttachmentsModule interface. + // RegionCombiner module needs to poke at it to deliver client events. + // This breaks the encapsulation of the module and should get fixed somehow. + public void UnsubscribeFromClientEvents(IClientAPI client) + { + client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv; + client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv; + client.OnObjectAttach -= Client_OnObjectAttach; + client.OnObjectDetach -= Client_OnObjectDetach; + client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv; + client.OnObjectDrop -= Client_OnObjectDrop; + } + + /// + /// Update the attachment asset for the new sog details if they have changed. + /// + /// + /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, + /// these details are not stored on the region. + /// + /// + /// + private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp) + { + if (grp.HasGroupChanged || grp.ContainsScripts()) + { + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); + + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); + + InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), sp.UUID); + item = m_scene.InventoryService.GetItem(item); + + if (item != null) + { + AssetBase asset = m_scene.CreateAsset( + grp.GetPartName(grp.LocalId), + grp.GetPartDescription(grp.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(sceneObjectXml), + sp.UUID); + m_scene.AssetService.Store(asset); + + item.AssetID = asset.FullID; + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; + item.InvType = (int)InventoryType.Object; + + m_scene.InventoryService.UpdateItem(item); + + // this gets called when the agent logs off! + if (sp.ControllingClient != null) + sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); + } + } + else + { + m_log.DebugFormat( + "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", + grp.UUID, grp.AttachmentPoint); + } + } + + /// + /// Attach this scene object to the given avatar. + /// + /// + /// This isn't publicly available since attachments should always perform the corresponding inventory + /// operation (to show the attach in user inventory and update the asset with positional information). + /// + /// + /// + /// + /// + /// + private void AttachToAgent( + IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) + { + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", + // so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); + + so.DetachFromBackup(); + + // Remove from database and parcel prim count + m_scene.DeleteFromStorage(so.UUID); + m_scene.EventManager.TriggerParcelPrimCountTainted(); + + so.AttachedAvatar = sp.UUID; + + if (so.RootPart.PhysActor != null) + { + m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); + so.RootPart.PhysActor = null; + } + + so.AbsolutePosition = attachOffset; + so.RootPart.AttachedPos = attachOffset; + so.IsAttachment = true; + so.RootPart.SetParentLocalId(sp.LocalId); + so.AttachmentPoint = attachmentpoint; + + sp.AddAttachment(so); + + if (!silent) + { + so.IsSelected = false; // fudge.... + so.ScheduleGroupForFullUpdate(); + } + + // In case it is later dropped again, don't let + // it get cleaned up + so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); + } + + /// + /// Add a scene object as a new attachment in the user inventory. + /// + /// + /// + /// The user inventory item created that holds the attachment. + private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp) + { + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", + // grp.Name, grp.LocalId, remoteClient.Name); + + Vector3 inventoryStoredPosition = new Vector3 + (((grp.AbsolutePosition.X > (int)Constants.RegionSize) + ? (float)Constants.RegionSize - 6 + : grp.AbsolutePosition.X) + , + (grp.AbsolutePosition.Y > (int)Constants.RegionSize) + ? (float)Constants.RegionSize - 6 + : grp.AbsolutePosition.Y, + grp.AbsolutePosition.Z); + + Vector3 originalPosition = grp.AbsolutePosition; + + grp.AbsolutePosition = inventoryStoredPosition; + + // If we're being called from a script, then trying to serialize that same script's state will not complete + // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if + // the client/server crashes rather than logging out normally, the attachment's scripts will resume + // without state on relog. Arguably, this is what we want anyway. + string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); + + grp.AbsolutePosition = originalPosition; + + AssetBase asset = m_scene.CreateAsset( + grp.GetPartName(grp.LocalId), + grp.GetPartDescription(grp.LocalId), + (sbyte)AssetType.Object, + Utils.StringToBytes(sceneObjectXml), + sp.UUID); + + m_scene.AssetService.Store(asset); + + InventoryItemBase item = new InventoryItemBase(); + item.CreatorId = grp.RootPart.CreatorID.ToString(); + item.CreatorData = grp.RootPart.CreatorData; + item.Owner = sp.UUID; + item.ID = UUID.Random(); + item.AssetID = asset.FullID; + item.Description = asset.Description; + item.Name = asset.Name; + item.AssetType = asset.Type; + item.InvType = (int)InventoryType.Object; + + InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object); + if (folder != null) + item.Folder = folder.ID; + else // oopsies + item.Folder = UUID.Zero; + + if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) + { + item.BasePermissions = grp.RootPart.NextOwnerMask; + item.CurrentPermissions = grp.RootPart.NextOwnerMask; + item.NextPermissions = grp.RootPart.NextOwnerMask; + item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; + item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; + } + else + { + item.BasePermissions = grp.RootPart.BaseMask; + item.CurrentPermissions = grp.RootPart.OwnerMask; + item.NextPermissions = grp.RootPart.NextOwnerMask; + item.EveryOnePermissions = grp.RootPart.EveryoneMask; + item.GroupPermissions = grp.RootPart.GroupMask; + } + item.CreationDate = Util.UnixTimeSinceEpoch(); + + // sets itemID so client can show item as 'attached' in inventory + grp.SetFromItemID(item.ID); + + if (m_scene.AddInventoryItem(item)) + { + sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0); + } + else + { + if (m_dialogModule != null) + m_dialogModule.SendAlertToUser(sp.ControllingClient, "Operation failed"); + } + + return item; + } + + // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. + // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? + private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID) + { + // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); + + if (itemID == UUID.Zero) // If this happened, someone made a mistake.... + return; + + // We can NOT use the dictionries here, as we are looking + // for an entity by the fromAssetID, which is NOT the prim UUID + EntityBase[] detachEntities = m_scene.GetEntities(); + SceneObjectGroup group; + + lock (sp.AttachmentsSyncLock) + { + foreach (EntityBase entity in detachEntities) + { + if (entity is SceneObjectGroup) + { + group = (SceneObjectGroup)entity; + if (group.GetFromItemID() == itemID) + { + m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); + sp.RemoveAttachment(group); + + // Prepare sog for storage + group.AttachedAvatar = UUID.Zero; + group.RootPart.SetParentLocalId(0); + group.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; + + UpdateKnownItem(sp, group); + m_scene.DeleteSceneObject(group, false); + + return; + } + } + } + } + } + protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc) { @@ -544,13 +790,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// /// /// - private void ShowAttachInUserInventory( - IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) + private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { -// m_log.DebugFormat( -// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", -// att.Name, sp.Name, AttachmentPt, itemID); - + // m_log.DebugFormat( + // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", + // att.Name, sp.Name, AttachmentPt, itemID); + if (UUID.Zero == itemID) { m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID."); @@ -563,385 +808,139 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; } - if (null == att.RootPart) - { - m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment for a prim without the rootpart!"); - return; - } InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); - - - - - - item = m_scene.InventoryService.GetItem(item); bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); } - public void DetachObject(uint objectLocalID, IClientAPI remoteClient) - { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name); + #endregion - SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); - if (group != null) + #region Client Event Handlers + + private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + { + if (!Enabled) + return null; + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", + // (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name); + + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) { - DetachSingleAttachmentToInv(group.GetFromItemID(), remoteClient); + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()", + remoteClient.Name, remoteClient.AgentId); + return null; } + + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); } - - public void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient) + + private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List> rezlist) { if (!Enabled) return; - ScenePresence presence; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + RezMultipleAttachmentsFromInventory(sp, rezlist); + else + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", + remoteClient.Name, remoteClient.AgentId); + } + + private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent) + { + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})", + // objectLocalID, remoteClient.Name, AttachmentPt, silent); + + if (!Enabled) + return; + + try { - lock (presence.AttachmentsSyncLock) + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId); + return; + } + + // If we can't take it, we can't attach it! + SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID); + if (part == null) + return; + + if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId)) + { + remoteClient.SendAgentAlertMessage( + "You don't have sufficient permissions to attach this object", false); + + return; + } + + // 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; + + // Calls attach with a Zero position + if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) + { + m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.GetFromItemID(), remoteClient.AgentId); + // Save avatar attachment information - m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); + m_log.Debug( + "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId + + ", AttachmentPoint: " + AttachmentPt); - bool changed = presence.Appearance.DetachAttachment(itemID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - - DetachSingleAttachmentToInv(itemID, presence); } } - } - - private void DetachSingleAttachmentToGround(uint soLocalId, IClientAPI remoteClient) - { - if (!Enabled) - return; - - ScenePresence sp; - if (m_scene.TryGetScenePresence(remoteClient.AgentId, out sp)) - DetachSingleAttachmentToGround(sp, soLocalId); + catch (Exception e) + { + m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace); + } } - public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) + private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient) { if (!Enabled) return; -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}", -// sp.UUID, soLocalId); - - SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId); - - if (so == null) - return; - - if (so.AttachedAvatar != sp.UUID) - return; - - UUID inventoryID = so.GetFromItemID(); - -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", -// so.Name, so.LocalId, inventoryID); - - lock (sp.AttachmentsSyncLock) - { - if (!m_scene.Permissions.CanRezObject( - so.PrimCount, sp.UUID, sp.AbsolutePosition)) - return; - - bool changed = sp.Appearance.DetachAttachment(inventoryID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - - sp.RemoveAttachment(so); - - SceneObjectPart rootPart = so.RootPart; - rootPart.FromItemID = UUID.Zero; - so.AbsolutePosition = sp.AbsolutePosition; - so.AttachedAvatar = UUID.Zero; - rootPart.SetParentLocalId(0); - so.ClearPartAttachmentData(); - rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive, m_scene.m_physicalPrim); - so.HasGroupChanged = true; - rootPart.Rezzed = DateTime.Now; - rootPart.RemFlag(PrimFlags.TemporaryOnRez); - so.AttachToBackup(); - m_scene.EventManager.TriggerParcelPrimCountTainted(); - rootPart.ScheduleFullUpdate(); - rootPart.ClearUndoState(); - - List uuids = new List(); - uuids.Add(inventoryID); - m_scene.InventoryService.DeleteItems(sp.UUID, uuids); - sp.ControllingClient.SendRemoveInventoryItem(inventoryID); - } - - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); + if (sp != null && group != null) + DetachSingleAttachmentToInv(sp, group.GetFromItemID()); } - - // What makes this method odd and unique is it tries to detach using an UUID.... Yay for standards. - // To LocalId or UUID, *THAT* is the question. How now Brown UUID?? - private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp) - { -// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); - if (itemID == UUID.Zero) // If this happened, someone made a mistake.... - return; - - // We can NOT use the dictionries here, as we are looking - // for an entity by the fromAssetID, which is NOT the prim UUID - EntityBase[] detachEntities = m_scene.GetEntities(); - SceneObjectGroup group; - - lock (sp.AttachmentsSyncLock) - { - foreach (EntityBase entity in detachEntities) - { - if (entity is SceneObjectGroup) - { - group = (SceneObjectGroup)entity; if (group.GetFromItemID() == itemID) { m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - // CM / XMREngine!!!! Needed to conclude attach event - //SceneObjectSerializer.ToOriginalXmlFormat(group); - group.DetachToInventoryPrep(); - m_log.Debug("[ATTACHMENTS MODULE]: Saving attachpoint: " + ((uint)group.GetAttachmentPoint()).ToString()); - - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; - - UpdateKnownItem(sp.ControllingClient, group); - m_scene.DeleteSceneObject(group, false); - - return; - } - } - } - } - } - - public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos) + private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient) { if (!Enabled) return; - // First we save the - // attachment point information, then we update the relative - // positioning. Then we have to mark the object as NOT an - // attachment. This is necessary in order to correctly save - // and retrieve GroupPosition information for the attachment. - // Finally, we restore the object's attachment status. - uint attachmentPoint = sog.AttachmentPoint; - sog.UpdateGroupPosition(pos); - sog.IsAttachment = false; - sog.AbsolutePosition = sog.RootPart.AttachedPos; - sog.AttachmentPoint = attachmentPoint; - sog.HasGroupChanged = true; - } - - /// - /// Update the attachment asset for the new sog details if they have changed. - /// - /// - /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects, - /// these details are not stored on the region. - /// - /// - /// - private void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp) - { - if (grp.HasGroupChanged || grp.ContainsScripts()) - { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); - - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); - - InventoryItemBase item = new InventoryItemBase(grp.GetFromItemID(), remoteClient.AgentId); - item = m_scene.InventoryService.GetItem(item); - - if (item != null) - { - AssetBase asset = m_scene.CreateAsset( - grp.GetPartName(grp.LocalId), - grp.GetPartDescription(grp.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); - m_scene.AssetService.Store(asset); - - item.AssetID = asset.FullID; - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; - item.InvType = (int)InventoryType.Object; - - m_scene.InventoryService.UpdateItem(item); - - // this gets called when the agent logs off! - if (remoteClient != null) - remoteClient.SendInventoryItemCreateUpdate(item, 0); - } - } - else - { - m_log.DebugFormat( - "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}", - grp.UUID, grp.AttachmentPoint); - } - } - - /// - /// Attach this scene object to the given avatar. - /// - /// - /// This isn't publicly available since attachments should always perform the corresponding inventory - /// operation (to show the attach in user inventory and update the asset with positional information). - /// - /// - /// - /// - /// - /// - private void AttachToAgent( - IScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent) - { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", -// so.Name, avatar.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); - - so.DetachFromBackup(); - - // Remove from database and parcel prim count - m_scene.DeleteFromStorage(so.UUID); - m_scene.EventManager.TriggerParcelPrimCountTainted(); - - so.AttachedAvatar = avatar.UUID; - - if (so.RootPart.PhysActor != null) - { - m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor); - so.RootPart.PhysActor = null; - } - - so.AbsolutePosition = attachOffset; - so.RootPart.AttachedPos = attachOffset; - so.IsAttachment = true; - so.RootPart.SetParentLocalId(avatar.LocalId); - so.AttachmentPoint = attachmentpoint; - - avatar.AddAttachment(so); - - if (!silent) - { - so.IsSelected = false; // fudge.... - so.ScheduleGroupForFullUpdate(); - } - - // In case it is later dropped again, don't let - // it get cleaned up - so.RootPart.RemFlag(PrimFlags.TemporaryOnRez); + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + DetachSingleAttachmentToInv(sp, itemID); } - /// - /// Add a scene object as a new attachment in the user inventory. - /// - /// - /// - /// The user inventory item created that holds the attachment. - private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IClientAPI remoteClient, SceneObjectGroup grp) + private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient) { -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", -// grp.Name, grp.LocalId, remoteClient.Name); - uint regionSize = Constants.RegionSize; //Avoid VS error "The operation overflows at compile time in checked mode" - Vector3 inventoryStoredPosition = new Vector3 - (((grp.AbsolutePosition.X > (int)Constants.RegionSize) - ? regionSize - 6 - : grp.AbsolutePosition.X) - , - (grp.AbsolutePosition.Y > (int)Constants.RegionSize) - ? regionSize - 6 - : grp.AbsolutePosition.Y, - grp.AbsolutePosition.Z); + if (!Enabled) + return; - Vector3 originalPosition = grp.AbsolutePosition; - - grp.AbsolutePosition = inventoryStoredPosition; - - // If we're being called from a script, then trying to serialize that same script's state will not complete - // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if - // the client/server crashes rather than logging out normally, the attachment's scripts will resume - // without state on relog. Arguably, this is what we want anyway. - string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); - - grp.AbsolutePosition = originalPosition; - - AssetBase asset = m_scene.CreateAsset( - grp.GetPartName(grp.LocalId), - grp.GetPartDescription(grp.LocalId), - (sbyte)AssetType.Object, - Utils.StringToBytes(sceneObjectXml), - remoteClient.AgentId); - - m_scene.AssetService.Store(asset); - - InventoryItemBase item = new InventoryItemBase(); - item.CreatorId = grp.RootPart.CreatorID.ToString(); - item.CreatorData = grp.RootPart.CreatorData; - item.Owner = remoteClient.AgentId; - item.ID = UUID.Random(); - item.AssetID = asset.FullID; - item.Description = asset.Description; - item.Name = asset.Name; - item.AssetType = asset.Type; - item.InvType = (int)InventoryType.Object; - - InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object); - if (folder != null) - item.Folder = folder.ID; - else // oopsies - item.Folder = UUID.Zero; - - if ((remoteClient.AgentId != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) - { - item.BasePermissions = grp.RootPart.NextOwnerMask; - item.CurrentPermissions = grp.RootPart.NextOwnerMask; - item.NextPermissions = grp.RootPart.NextOwnerMask; - item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; - item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; - } - else - { - item.BasePermissions = grp.RootPart.BaseMask; - item.CurrentPermissions = grp.RootPart.OwnerMask; - item.NextPermissions = grp.RootPart.NextOwnerMask; - item.EveryOnePermissions = grp.RootPart.EveryoneMask; - item.GroupPermissions = grp.RootPart.GroupMask; - } - item.CreationDate = Util.UnixTimeSinceEpoch(); - - // sets itemID so client can show item as 'attached' in inventory - grp.SetFromItemID(item.ID); - - if (m_scene.AddInventoryItem(item)) - { - remoteClient.SendInventoryItemCreateUpdate(item, 0); - } - else - { - if (m_dialogModule != null) - m_dialogModule.SendAlertToUser(remoteClient, "Operation failed"); - } - - return item; + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + if (sp != null) + DetachSingleAttachmentToGround(sp, soLocalId); } + + #endregion } } diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs index 832c6eba7c..86cfb324dc 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs @@ -209,7 +209,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests m_attMod.RezSingleAttachmentFromInventory( m_presence, attItemId, (uint)AttachmentPoint.Chest); - m_attMod.DetachSingleAttachmentToInv(attItemId, m_presence.ControllingClient); + m_attMod.DetachSingleAttachmentToInv(m_presence, attItemId); // Check status on scene presence Assert.That(m_presence.HasAttachments(), Is.False); diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs index e2a3fa757b..a7770add85 100644 --- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs @@ -29,7 +29,6 @@ using System; using System.Xml; using System.Collections.Generic; using OpenMetaverse; -using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; @@ -41,6 +40,7 @@ namespace OpenSim.Region.Framework.Interfaces /// RezAttachments. This should only be called upon login on the first region. /// Attachment rezzings on crossings and TPs are done in a different way. /// + /// void RezAttachments(IScenePresence sp); /// @@ -51,17 +51,16 @@ namespace OpenSim.Region.Framework.Interfaces /// /// Delete all the presence's attachments from the scene - /// - /// /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross). - /// + /// + /// /// void DeleteAttachmentsFromScene(IScenePresence sp, bool silent); /// /// Attach an object to an avatar /// - /// + /// /// /// /// @@ -79,44 +78,28 @@ namespace OpenSim.Region.Framework.Interfaces // Same as above, but also load script states from a separate doc ISceneEntity RezSingleAttachmentFromInventory( - IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc); + IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc); /// /// Rez multiple attachments from a user's inventory /// /// - /// - /// + /// void RezMultipleAttachmentsFromInventory(IScenePresence sp,List> rezlist); - - /// - /// Detach an object from the avatar. - /// - /// - /// This method is called in response to a client's detach request, so we only update the information in - /// inventory - /// - /// - /// - void DetachObject(uint objectLocalID, IClientAPI remoteClient); /// /// Detach the given item to the ground. /// - /// + /// /// void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID); /// /// Detach the given item so that it remains in the user's inventory. /// - /// - /// A - /// - /// - /// A - /// - void DetachSingleAttachmentToInv(UUID itemID, IClientAPI remoteClient); + /// /param> + /// + void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); /// Update the position of an attachment. /// diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index fb595fe4fd..03c1e12381 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3316,7 +3316,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; if (attachmentsModule != null) - attachmentsModule.DetachSingleAttachmentToInv(itemID, presence.ControllingClient); + attachmentsModule.DetachSingleAttachmentToInv(presence, itemID); } public void llTakeCamera(string avatar)