Multiattach, part 1
Conflicts: OpenSim/Framework/AvatarAppearance.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.csuser_profiles
parent
69fbcdf14c
commit
fcecfc81bb
|
@ -221,9 +221,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
// If we're an NPC then skip all the item checks and manipulations since we don't have an
|
||||
// inventory right now.
|
||||
if (sp.PresenceType == PresenceType.Npc)
|
||||
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p);
|
||||
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, true);
|
||||
else
|
||||
RezSingleAttachmentFromInventory(sp, attach.ItemID, p);
|
||||
RezSingleAttachmentFromInventory(sp, attach.ItemID, p | (uint)0x80);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -268,13 +268,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
sp.ClearAttachments();
|
||||
}
|
||||
|
||||
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
|
||||
|
||||
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool append)
|
||||
{
|
||||
if (!Enabled)
|
||||
return false;
|
||||
|
||||
if (AttachObjectInternal(sp, group, attachmentPt, silent, temp))
|
||||
if (AttachObjectInternal(sp, group, attachmentPt, silent, temp, append))
|
||||
{
|
||||
m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
|
||||
return true;
|
||||
|
@ -283,7 +283,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
return false;
|
||||
}
|
||||
|
||||
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
|
||||
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool append)
|
||||
{
|
||||
lock (sp.AttachmentsSyncLock)
|
||||
{
|
||||
|
@ -311,10 +311,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
|
||||
Vector3 attachPos = group.AbsolutePosition;
|
||||
|
||||
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
||||
// be removed when that functionality is implemented in opensim
|
||||
attachmentPt &= 0x7f;
|
||||
|
||||
// If the attachment point isn't the same as the one previously used
|
||||
// set it's offset position = 0 so that it appears on the attachment point
|
||||
// and not in a weird location somewhere unknown.
|
||||
|
@ -342,7 +338,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
group.AbsolutePosition = attachPos;
|
||||
|
||||
if (sp.PresenceType != PresenceType.Npc)
|
||||
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
|
||||
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append);
|
||||
|
||||
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
|
||||
}
|
||||
|
@ -350,21 +346,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
return true;
|
||||
}
|
||||
|
||||
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
|
||||
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp, bool append)
|
||||
{
|
||||
// Remove any previous attachments
|
||||
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
|
||||
|
||||
// At the moment we can only deal with a single attachment
|
||||
if (attachments.Count != 0)
|
||||
if (attachments.Count != 0 && !append)
|
||||
{
|
||||
if (attachments[0].FromItemID != UUID.Zero)
|
||||
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
|
||||
// Error logging commented because UUID.Zero now means temp attachment
|
||||
// else
|
||||
// m_log.WarnFormat(
|
||||
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
|
||||
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
|
||||
}
|
||||
|
||||
// Add the new attachment to inventory if we don't already have it.
|
||||
|
@ -374,7 +365,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
if (newAttachmentItemID == UUID.Zero)
|
||||
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
|
||||
|
||||
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
|
||||
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -387,8 +378,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
|
||||
// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
|
||||
|
||||
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
||||
// be removed when that functionality is implemented in opensim
|
||||
bool append = (AttachmentPt & 0x80) != 0;
|
||||
AttachmentPt &= 0x7f;
|
||||
|
||||
// Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such).
|
||||
|
@ -417,7 +407,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
return null;
|
||||
}
|
||||
|
||||
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt);
|
||||
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
|
||||
}
|
||||
|
||||
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
|
||||
|
@ -803,8 +793,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
UpdateDetachedObject(sp, so);
|
||||
}
|
||||
|
||||
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
|
||||
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
|
||||
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
|
||||
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
|
||||
{
|
||||
if (m_invAccessModule == null)
|
||||
return null;
|
||||
|
@ -842,7 +832,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
// This will throw if the attachment fails
|
||||
try
|
||||
{
|
||||
AttachObjectInternal(sp, objatt, attachmentPt, false, false);
|
||||
AttachObjectInternal(sp, objatt, attachmentPt, false, false, append);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -887,7 +877,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
/// <param name="AttachmentPt"></param>
|
||||
/// <param name="itemID"></param>
|
||||
/// <param name="att"></param>
|
||||
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
|
||||
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att, bool append)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
|
||||
|
@ -910,7 +900,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
if (item == null)
|
||||
return;
|
||||
|
||||
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
|
||||
int attFlag = append ? 0x80 : 0;
|
||||
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID);
|
||||
if (changed && m_scene.AvatarFactory != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
|
@ -994,12 +985,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
|||
return;
|
||||
}
|
||||
|
||||
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
|
||||
// be removed when that functionality is implemented in opensim
|
||||
bool append = (AttachmentPt & 0x80) != 0;
|
||||
AttachmentPt &= 0x7f;
|
||||
|
||||
// Calls attach with a Zero position
|
||||
AttachObject(sp, part.ParentGroup, AttachmentPt, false, false);
|
||||
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false, append))
|
||||
{
|
||||
// m_log.Debug(
|
||||
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
|
||||
// + ", AttachmentPoint: " + AttachmentPt);
|
||||
|
||||
// Save avatar attachment information
|
||||
m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId);
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
|
|
@ -197,7 +197,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
|
||||
|
||||
// Check status on scene presence
|
||||
Assert.That(sp.HasAttachments(), Is.True);
|
||||
|
@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
sp2.AbsolutePosition = new Vector3(0, 0, 0);
|
||||
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
|
||||
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
|
||||
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
|
||||
|
||||
Assert.That(sp.HasAttachments(), Is.False);
|
||||
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||
|
@ -663,4 +663,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
Assert.That(m_numberOfAttachEventsFired, Is.EqualTo(0));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
|||
/// <param name="AttachmentPt"></param>
|
||||
/// <param name="silent"></param>
|
||||
/// <returns>true if the object was successfully attached, false otherwise</returns>
|
||||
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp);
|
||||
bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp, bool append);
|
||||
|
||||
/// <summary>
|
||||
/// Rez an attachment from user inventory and change inventory status to match.
|
||||
|
|
|
@ -2741,7 +2741,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
|
||||
if (AttachmentsModule != null)
|
||||
AttachmentsModule.AttachObject(sp, grp, 0, false, false);
|
||||
AttachmentsModule.AttachObject(sp, grp, 0, false, false, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -183,7 +183,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Attachments
|
|||
hostPart.ParentGroup.RootPart.ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true) ? 1 : 0;
|
||||
return attachmentsModule.AttachObject(target, hostPart.ParentGroup, (uint)attachmentPoint, false, true, true) ? 1 : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2985,7 +2985,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
|
||||
|
||||
if (attachmentsModule != null)
|
||||
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, false);
|
||||
return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true, true);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
@ -11787,4 +11787,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -174,11 +174,18 @@ namespace OpenSim.Services.Interfaces
|
|||
|
||||
// Attachments
|
||||
List<AvatarAttachment> attachments = appearance.GetAttachments();
|
||||
Dictionary<int, List<string>> atts = new Dictionary<int, List<string>>();
|
||||
foreach (AvatarAttachment attach in attachments)
|
||||
{
|
||||
if (attach.ItemID != UUID.Zero)
|
||||
Data["_ap_" + attach.AttachPoint] = attach.ItemID.ToString();
|
||||
{
|
||||
if (!atts.ContainsKey(attach.AttachPoint))
|
||||
atts[attach.AttachPoint] = new List<string>();
|
||||
atts[attach.AttachPoint].Add(attach.ItemID.ToString());
|
||||
}
|
||||
}
|
||||
foreach (KeyValuePair<int, List<string>> kvp in atts)
|
||||
Data["_ap_" + kvp.Key] = string.Join(",", kvp.Value.ToArray());
|
||||
}
|
||||
|
||||
public AvatarAppearance ToAvatarAppearance()
|
||||
|
|
Loading…
Reference in New Issue