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)