Lay some groundwork for temp attachments. Decouple attachments from inventory.
parent
58c630c18e
commit
fe4c3a37c0
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@ -239,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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sp.ClearAttachments();
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}
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
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{
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lock (sp.AttachmentsSyncLock)
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{
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@ -298,7 +298,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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group.AbsolutePosition = attachPos;
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if (sp.PresenceType != PresenceType.Npc)
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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}
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@ -306,7 +306,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return true;
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}
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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@ -316,19 +316,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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else
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
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attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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// Error logging commented because UUID.Zero now means temp attachment
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// else
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
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// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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}
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// Add the new attachment to inventory if we don't already have it.
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if (!temp)
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{
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UUID newAttachmentItemID = group.FromItemID;
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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}
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public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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@ -416,7 +420,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.PrimCount, sp.UUID, sp.AbsolutePosition))
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return;
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bool changed = sp.Appearance.DetachAttachment(inventoryID);
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bool changed = false;
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if (inventoryID != UUID.Zero)
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changed = sp.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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@ -521,6 +527,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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if (grp.FromItemID == UUID.Zero)
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{
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// We can't save temp attachments
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grp.HasGroupChanged = false;
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return;
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}
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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if (module != null)
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@ -777,7 +790,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This will throw if the attachment fails
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try
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{
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AttachObject(sp, objatt, attachmentPt, false);
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AttachObject(sp, objatt, attachmentPt, false, false);
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}
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catch (Exception e)
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{
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@ -931,7 +944,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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AttachmentPt &= 0x7f;
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// Calls attach with a Zero position
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false))
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, false))
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{
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// m_log.Debug(
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// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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@ -83,7 +83,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="AttachmentPt"></param>
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/// <param name="silent"></param>
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/// <returns>true if the object was successfully attached, false otherwise</returns>
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent);
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bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp);
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/// <summary>
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/// Rez an attachment from user inventory and change inventory status to match.
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@ -2628,7 +2628,7 @@ namespace OpenSim.Region.Framework.Scenes
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RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
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if (AttachmentsModule != null)
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AttachmentsModule.AttachObject(sp, grp, 0, false);
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AttachmentsModule.AttachObject(sp, grp, 0, false, false);
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}
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else
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{
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@ -3043,7 +3043,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
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if (attachmentsModule != null)
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return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false);
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return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, false);
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else
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return false;
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}
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