1238 lines
51 KiB
C#
1238 lines
51 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.IO;
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using System.Threading;
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using System.Xml;
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using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Scenes.Serialization;
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namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
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public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
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{
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#region INonSharedRegionModule
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public int DebugLevel { get; set; }
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/// <summary>
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/// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes
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/// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously.
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/// </summary>
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/// <remarks>
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/// A value of 0 will apply no pause. The pause is specified in milliseconds.
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/// </remarks>
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public int ThrottlePer100PrimsRezzed { get; set; }
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private Scene m_scene;
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private IInventoryAccessModule m_invAccessModule;
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/// <summary>
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/// Are attachments enabled?
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/// </summary>
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public bool Enabled { get; private set; }
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public string Name { get { return "Attachments Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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public void Initialise(IConfigSource source)
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{
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IConfig config = source.Configs["Attachments"];
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if (config != null)
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{
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Enabled = config.GetBoolean("Enabled", true);
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ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
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}
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else
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{
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Enabled = true;
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}
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}
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public void AddRegion(Scene scene)
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{
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m_scene = scene;
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if (Enabled)
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{
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// Only register module with scene if it is enabled. All callers check for a null attachments module.
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// Ideally, there should be a null attachments module for when this core attachments module has been
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// disabled. Registering only when enabled allows for other attachments module implementations.
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m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
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m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
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m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
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m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug attachments log",
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"debug attachments log [0|1]",
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"Turn on attachments debug logging",
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" <= 0 - turns off debug logging\n"
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+ " >= 1 - turns on attachment message debug logging",
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HandleDebugAttachmentsLog);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug attachments throttle",
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"debug attachments throttle <ms>",
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"Turn on attachments throttling.",
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"This requires a millisecond value. " +
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" == 0 - disable throttling.\n"
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+ " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
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HandleDebugAttachmentsThrottle);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug attachments status",
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"debug attachments status",
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"Show current attachments debug status",
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HandleDebugAttachmentsStatus);
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}
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// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
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}
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private void HandleDebugAttachmentsLog(string module, string[] args)
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{
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int debugLevel;
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if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
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{
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MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
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}
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else
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{
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DebugLevel = debugLevel;
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MainConsole.Instance.OutputFormat(
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"Set event queue debug level to {0} in {1}", DebugLevel, m_scene.Name);
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}
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}
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private void HandleDebugAttachmentsThrottle(string module, string[] args)
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{
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int ms;
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if (args.Length == 4 && int.TryParse(args[3], out ms))
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{
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ThrottlePer100PrimsRezzed = ms;
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MainConsole.Instance.OutputFormat(
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"Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
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return;
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}
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MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
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}
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private void HandleDebugAttachmentsStatus(string module, string[] args)
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{
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MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
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MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
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MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
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}
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/// <summary>
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/// Listen for client triggered running state changes so that we can persist the script's object if necessary.
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/// </summary>
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/// <param name='localID'></param>
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/// <param name='itemID'></param>
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private void HandleScriptStateChange(uint localID, bool started)
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{
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SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
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if (sog != null && sog.IsAttachment)
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{
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if (!started)
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{
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// FIXME: This is a convoluted way for working out whether the script state has changed to stop
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// because it has been manually stopped or because the stop was called in UpdateDetachedObject() below
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// This needs to be handled in a less tangled way.
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ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar);
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if (sp.ControllingClient.IsActive)
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sog.HasGroupChanged = true;
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}
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else
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{
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sog.HasGroupChanged = true;
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}
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}
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}
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public void RemoveRegion(Scene scene)
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{
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m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
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if (Enabled)
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m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
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}
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public void RegionLoaded(Scene scene)
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{
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m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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}
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public void Close()
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{
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RemoveRegion(m_scene);
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}
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#endregion
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#region IAttachmentsModule
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public void CopyAttachments(IScenePresence sp, AgentData ad)
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{
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lock (sp.AttachmentsSyncLock)
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{
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// Attachment objects
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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if (attachments.Count > 0)
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{
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ad.AttachmentObjects = new List<ISceneObject>();
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ad.AttachmentObjectStates = new List<string>();
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// IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
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sp.InTransitScriptStates.Clear();
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foreach (SceneObjectGroup sog in attachments)
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{
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// We need to make a copy and pass that copy
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// because of transfers withn the same sim
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ISceneObject clone = sog.CloneForNewScene();
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// Attachment module assumes that GroupPosition holds the offsets...!
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((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
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((SceneObjectGroup)clone).IsAttachment = false;
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ad.AttachmentObjects.Add(clone);
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string state = sog.GetStateSnapshot();
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ad.AttachmentObjectStates.Add(state);
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sp.InTransitScriptStates.Add(state);
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// Scripts of the originals will be removed when the Agent is successfully removed.
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// sog.RemoveScriptInstances(true);
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}
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}
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}
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}
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public void CopyAttachments(AgentData ad, IScenePresence sp)
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{
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if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0)
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{
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lock (sp.AttachmentsSyncLock)
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sp.ClearAttachments();
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int i = 0;
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foreach (ISceneObject so in ad.AttachmentObjects)
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{
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((SceneObjectGroup)so).LocalId = 0;
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((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
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so.SetState(ad.AttachmentObjectStates[i++], m_scene);
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m_scene.IncomingCreateObject(Vector3.Zero, so);
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}
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}
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}
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public void RezAttachments(IScenePresence sp)
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{
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if (!Enabled)
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return;
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if (null == sp.Appearance)
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{
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m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
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return;
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}
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if (sp.GetAttachments().Count > 0)
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{
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments",
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m_scene.Name, sp.Name);
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return;
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}
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if (DebugLevel > 0)
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m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name);
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List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
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foreach (AvatarAttachment attach in attachments)
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{
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uint attachmentPt = (uint)attach.AttachPoint;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
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// attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName);
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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//if (UUID.Zero == assetID)
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//{
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// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
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// continue;
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//}
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try
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{
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// If we're an NPC then skip all the item checks and manipulations since we don't have an
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// inventory right now.
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RezSingleAttachmentFromInventoryInternal(
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sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true);
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}
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catch (Exception e)
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{
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UUID agentId = (sp.ControllingClient == null) ? default(UUID) : sp.ControllingClient.AgentId;
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m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
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attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
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}
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}
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}
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public void DeRezAttachments(IScenePresence sp)
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{
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if (!Enabled)
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return;
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if (DebugLevel > 0)
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m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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if (attachments.Count <= 0)
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return;
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Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
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foreach (SceneObjectGroup so in attachments)
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{
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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scriptStates[so] = PrepareScriptInstanceForSave(so, false);
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}
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup so in attachments)
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UpdateDetachedObject(sp, so, scriptStates[so]);
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sp.ClearAttachments();
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}
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}
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public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
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{
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if (!Enabled)
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return;
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
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m_scene.RegionInfo.RegionName, sp.Name, silent);
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foreach (SceneObjectGroup sop in sp.GetAttachments())
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{
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sop.Scene.DeleteSceneObject(sop, silent);
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}
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sp.ClearAttachments();
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}
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public bool AttachObject(
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool append)
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{
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if (!Enabled)
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return false;
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group.DetachFromBackup();
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bool success = AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
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if (!success)
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group.AttachToBackup();
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return success;
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}
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/// <summary>
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/// Internal method which actually does all the work for attaching an object.
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/// </summary>
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/// <returns>The object attached.</returns>
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/// <param name='sp'></param>
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/// <param name='group'>The object to attach.</param>
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/// <param name='attachmentPt'></param>
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/// <param name='silent'></param>
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/// <param name='addToInventory'>If true then add object to user inventory.</param>
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/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
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/// <param name='append'>Append to attachment point rather than replace.</param>
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private bool AttachObjectInternal(
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IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool resumeScripts, bool append)
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{
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if (group.GetSittingAvatarsCount() != 0)
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{
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if (DebugLevel > 0)
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
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group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
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return false;
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}
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Vector3 attachPos = group.AbsolutePosition;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// if the attachment point is the same as previous, make sure we get the saved
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// position info.
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if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint)
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{
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attachPos = group.RootPart.AttachedPos;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == (uint)AttachmentPoint.Default)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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// if we didn't find an attach point, look for where it was last attached
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if (attachmentPt == 0)
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{
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attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint;
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attachPos = group.RootPart.AttachedPos;
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group.HasGroupChanged = true;
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}
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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if (attachments.Contains(group))
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{
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if (DebugLevel > 0)
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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group.Name, group.LocalId, sp.Name, attachmentPt);
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return false;
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}
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// If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
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while (attachments.Count >= 5)
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, attachments[0]);
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attachments.RemoveAt(0);
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}
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// If we're not appending, remove the rest as well
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if (attachments.Count != 0 && !append)
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{
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foreach (SceneObjectGroup g in attachments)
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{
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if (g.FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, g);
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}
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}
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lock (sp.AttachmentsSyncLock)
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{
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if (addToInventory && sp.PresenceType != PresenceType.Npc)
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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if (resumeScripts)
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{
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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group.ResumeScripts();
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}
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// Do this last so that event listeners have access to all the effects of the attachment
|
|
m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool append)
|
|
{
|
|
// Add the new attachment to inventory if we don't already have it.
|
|
UUID newAttachmentItemID = group.FromItemID;
|
|
if (newAttachmentItemID == UUID.Zero)
|
|
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
|
|
|
|
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
|
|
}
|
|
|
|
public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
|
|
{
|
|
if (!Enabled)
|
|
return null;
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
|
|
(AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
|
|
|
|
// We check the attachments in the avatar appearance here rather than the objects attached to the
|
|
// ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are
|
|
// already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done
|
|
// because pre-outfit folder viewers (most version 1 viewers) require it.
|
|
bool alreadyOn = false;
|
|
List<AvatarAttachment> existingAttachments = sp.Appearance.GetAttachments();
|
|
foreach (AvatarAttachment existingAttachment in existingAttachments)
|
|
{
|
|
if (existingAttachment.ItemID == itemID)
|
|
{
|
|
alreadyOn = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (alreadyOn)
|
|
{
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
|
|
sp.Name, itemID, AttachmentPt);
|
|
|
|
return null;
|
|
}
|
|
|
|
bool append = (AttachmentPt & 0x80) != 0;
|
|
AttachmentPt &= 0x7f;
|
|
|
|
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
|
|
}
|
|
|
|
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}",
|
|
rezlist.Count, sp.Name, m_scene.Name);
|
|
|
|
foreach (KeyValuePair<UUID, uint> rez in rezlist)
|
|
{
|
|
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
|
|
}
|
|
}
|
|
|
|
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
|
|
{
|
|
DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
|
|
}
|
|
|
|
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
if (DebugLevel > 0)
|
|
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.FromItemID;
|
|
|
|
// As per Linden spec, drop is disabled for temp attachs
|
|
if (inventoryID == UUID.Zero)
|
|
return;
|
|
|
|
if (DebugLevel > 0)
|
|
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 = false;
|
|
if (inventoryID != UUID.Zero)
|
|
changed = sp.Appearance.DetachAttachment(inventoryID);
|
|
if (changed && m_scene.AvatarFactory != null)
|
|
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
|
|
|
sp.RemoveAttachment(so);
|
|
so.FromItemID = UUID.Zero;
|
|
|
|
SceneObjectPart rootPart = so.RootPart;
|
|
so.AbsolutePosition = absolutePos;
|
|
if (absoluteRot != Quaternion.Identity)
|
|
{
|
|
so.UpdateGroupRotationR(absoluteRot);
|
|
}
|
|
so.AttachedAvatar = UUID.Zero;
|
|
rootPart.SetParentLocalId(0);
|
|
so.ClearPartAttachmentData();
|
|
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
|
|
so.HasGroupChanged = true;
|
|
so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint;
|
|
rootPart.Rezzed = DateTime.Now;
|
|
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
|
so.AttachToBackup();
|
|
m_scene.EventManager.TriggerParcelPrimCountTainted();
|
|
rootPart.ScheduleFullUpdate();
|
|
rootPart.ClearUndoState();
|
|
|
|
List<UUID> uuids = new List<UUID>();
|
|
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, SceneObjectGroup so)
|
|
{
|
|
if (so.AttachedAvatar != sp.UUID)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
|
|
so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
|
|
|
|
return;
|
|
}
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
|
|
so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
|
|
|
|
// Scripts MUST be snapshotted before the object is
|
|
// removed from the scene because doing otherwise will
|
|
// clobber the run flag
|
|
// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
|
|
// scripts performing attachment operations at the same time. Getting object states stops the scripts.
|
|
string scriptedState = PrepareScriptInstanceForSave(so, true);
|
|
|
|
lock (sp.AttachmentsSyncLock)
|
|
{
|
|
// Save avatar attachment information
|
|
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
|
|
|
|
bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
|
|
if (changed && m_scene.AvatarFactory != null)
|
|
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
|
|
|
sp.RemoveAttachment(so);
|
|
UpdateDetachedObject(sp, so, scriptedState);
|
|
}
|
|
}
|
|
|
|
public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
sog.UpdateGroupPosition(pos);
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the attachment asset for the new sog details if they have changed.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
|
|
/// these details are not stored on the region.
|
|
/// </remarks>
|
|
/// <param name="sp"></param>
|
|
/// <param name="grp"></param>
|
|
/// <param name="saveAllScripted"></param>
|
|
private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
|
|
{
|
|
if (grp.FromItemID == UUID.Zero)
|
|
{
|
|
// We can't save temp attachments
|
|
grp.HasGroupChanged = false;
|
|
return;
|
|
}
|
|
|
|
// Saving attachments for NPCs messes them up for the real owner!
|
|
INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
|
|
if (module != null)
|
|
{
|
|
if (module.IsNPC(sp.UUID, m_scene))
|
|
return;
|
|
}
|
|
|
|
if (grp.HasGroupChanged)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
|
|
grp.UUID, grp.AttachmentPoint);
|
|
|
|
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
|
|
|
|
InventoryItemBase item = new InventoryItemBase(grp.FromItemID, 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);
|
|
|
|
IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
|
|
|
|
invAccess.UpdateInventoryItemAsset(sp.UUID, item, asset);
|
|
|
|
// If the name of the object has been changed whilst attached then we want to update the inventory
|
|
// item in the viewer.
|
|
if (sp.ControllingClient != null)
|
|
sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
|
|
}
|
|
|
|
grp.HasGroupChanged = false; // Prevent it being saved over and over
|
|
}
|
|
else if (DebugLevel > 0)
|
|
{
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
|
|
grp.UUID, grp.AttachmentPoint);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attach this scene object to the given avatar.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// 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).
|
|
/// </remarks>
|
|
/// <param name="sp"></param>
|
|
/// <param name="so"></param>
|
|
/// <param name="attachmentpoint"></param>
|
|
/// <param name="attachOffset"></param>
|
|
/// <param name="silent"></param>
|
|
private void AttachToAgent(
|
|
IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
|
|
{
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
|
|
so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
|
|
|
|
// 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)
|
|
so.RootPart.RemoveFromPhysics();
|
|
|
|
so.AbsolutePosition = attachOffset;
|
|
so.RootPart.AttachedPos = attachOffset;
|
|
so.IsAttachment = true;
|
|
so.RootPart.SetParentLocalId(sp.LocalId);
|
|
so.AttachmentPoint = attachmentpoint;
|
|
|
|
sp.AddAttachment(so);
|
|
|
|
if (!silent)
|
|
{
|
|
if (so.HasPrivateAttachmentPoint)
|
|
{
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}",
|
|
so.Name, sp.Name, so.AttachmentPoint);
|
|
|
|
// As this scene object can now only be seen by the attaching avatar, tell everybody else in the
|
|
// scene that it's no longer in their awareness.
|
|
m_scene.ForEachClient(
|
|
client =>
|
|
{ if (client.AgentId != so.AttachedAvatar)
|
|
client.SendKillObject(new List<uint>() { so.LocalId });
|
|
});
|
|
}
|
|
|
|
// Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update
|
|
// will succeed, as that will not update if an attachment is selected.
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a scene object as a new attachment in the user inventory.
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="grp"></param>
|
|
/// <returns>The user inventory item created that holds the attachment.</returns>
|
|
private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
|
|
{
|
|
if (m_invAccessModule == null)
|
|
return null;
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
|
|
grp.Name, grp.LocalId, sp.Name);
|
|
|
|
InventoryItemBase newItem
|
|
= m_invAccessModule.CopyToInventory(
|
|
DeRezAction.TakeCopy,
|
|
m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
|
|
new List<SceneObjectGroup> { grp },
|
|
sp.ControllingClient, true)[0];
|
|
|
|
// sets itemID so client can show item as 'attached' in inventory
|
|
grp.FromItemID = newItem.ID;
|
|
|
|
return newItem;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Prepares the script instance for save.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This involves triggering the detach event and getting the script state (which also stops the script)
|
|
/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
|
|
/// running script is performing attachment operations.
|
|
/// </remarks>
|
|
/// <returns>
|
|
/// The script state ready for persistence.
|
|
/// </returns>
|
|
/// <param name='grp'>
|
|
/// </param>
|
|
/// <param name='fireDetachEvent'>
|
|
/// If true, then fire the script event before we save its state.
|
|
/// </param>
|
|
private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
|
|
{
|
|
if (fireDetachEvent)
|
|
m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
|
|
|
|
using (StringWriter sw = new StringWriter())
|
|
{
|
|
using (XmlTextWriter writer = new XmlTextWriter(sw))
|
|
{
|
|
grp.SaveScriptedState(writer);
|
|
}
|
|
|
|
return sw.ToString();
|
|
}
|
|
}
|
|
|
|
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
|
|
{
|
|
// Don't save attachments for HG visitors, it
|
|
// messes up their inventory. When a HG visitor logs
|
|
// out on a foreign grid, their attachments will be
|
|
// reloaded in the state they were in when they left
|
|
// the home grid. This is best anyway as the visited
|
|
// grid may use an incompatible script engine.
|
|
bool saveChanged
|
|
= sp.PresenceType != PresenceType.Npc
|
|
&& (m_scene.UserManagementModule == null
|
|
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
|
|
|
|
// Remove the object from the scene so no more updates
|
|
// are sent. Doing this before the below changes will ensure
|
|
// updates can't cause "HUD artefacts"
|
|
m_scene.DeleteSceneObject(so, false, false);
|
|
|
|
// Prepare sog for storage
|
|
so.AttachedAvatar = UUID.Zero;
|
|
so.RootPart.SetParentLocalId(0);
|
|
so.IsAttachment = false;
|
|
|
|
if (saveChanged)
|
|
{
|
|
// We cannot use AbsolutePosition here because that would
|
|
// attempt to cross the prim as it is detached
|
|
so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
|
|
|
|
UpdateKnownItem(sp, so, scriptedState);
|
|
}
|
|
|
|
// Now, remove the scripts
|
|
so.RemoveScriptInstances(true);
|
|
}
|
|
|
|
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
|
|
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
|
|
{
|
|
if (m_invAccessModule == null)
|
|
return null;
|
|
|
|
SceneObjectGroup objatt;
|
|
|
|
if (itemID != UUID.Zero)
|
|
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
|
|
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
|
false, false, sp.UUID, true);
|
|
else
|
|
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
|
|
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
|
|
false, false, sp.UUID, true);
|
|
|
|
if (objatt == null)
|
|
{
|
|
m_log.WarnFormat(
|
|
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
|
|
itemID, sp.Name, attachmentPt);
|
|
|
|
return null;
|
|
}
|
|
else if (itemID == UUID.Zero)
|
|
{
|
|
// We need to have a FromItemID for multiple attachments on a single attach point to appear. This is
|
|
// true on Singularity 1.8.5 and quite possibly other viewers as well. As NPCs don't have an inventory
|
|
// we will satisfy this requirement by inserting a random UUID.
|
|
objatt.FromItemID = UUID.Random();
|
|
}
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
|
|
objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
|
|
|
|
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
|
|
objatt.HasGroupChanged = false;
|
|
bool tainted = false;
|
|
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
|
|
tainted = true;
|
|
|
|
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
|
|
// course of events. If not, then it's probably not worth trying to recover the situation
|
|
// since this is more likely to trigger further exceptions and confuse later debugging. If
|
|
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
|
|
// since other normal error conditions will simply return false instead.
|
|
// This will throw if the attachment fails
|
|
try
|
|
{
|
|
AttachObjectInternal(sp, objatt, attachmentPt, false, true, true, append);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat(
|
|
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
|
|
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
|
|
|
|
// Make sure the object doesn't stick around and bail
|
|
sp.RemoveAttachment(objatt);
|
|
m_scene.DeleteSceneObject(objatt, false);
|
|
return null;
|
|
}
|
|
|
|
if (tainted)
|
|
objatt.HasGroupChanged = true;
|
|
|
|
if (ThrottlePer100PrimsRezzed > 0)
|
|
{
|
|
int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
|
|
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
|
|
throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
|
|
|
|
Thread.Sleep(throttleMs);
|
|
}
|
|
|
|
return objatt;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the user inventory to reflect an attachment
|
|
/// </summary>
|
|
/// <param name="sp"></param>
|
|
/// <param name="AttachmentPt"></param>
|
|
/// <param name="itemID"></param>
|
|
/// <param name="att"></param>
|
|
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}",
|
|
// att.Name, sp.Name, AttachmentPt, itemID);
|
|
|
|
if (UUID.Zero == itemID)
|
|
{
|
|
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
|
|
return;
|
|
}
|
|
|
|
if (0 == AttachmentPt)
|
|
{
|
|
m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
|
|
return;
|
|
}
|
|
|
|
InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
|
|
item = m_scene.InventoryService.GetItem(item);
|
|
if (item == null)
|
|
return;
|
|
|
|
int attFlag = append ? 0x80 : 0;
|
|
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID);
|
|
if (changed && m_scene.AvatarFactory != null)
|
|
{
|
|
if (DebugLevel > 0)
|
|
m_log.DebugFormat(
|
|
"[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
|
|
sp.Name, att.Name, AttachmentPt);
|
|
|
|
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Client Event Handlers
|
|
|
|
private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
|
|
{
|
|
if (!Enabled)
|
|
return null;
|
|
|
|
if (DebugLevel > 0)
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
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)
|
|
{
|
|
if (DebugLevel > 0)
|
|
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;
|
|
}
|
|
|
|
bool append = (AttachmentPt & 0x80) != 0;
|
|
AttachmentPt &= 0x7f;
|
|
|
|
// Calls attach with a Zero position
|
|
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, append))
|
|
{
|
|
if (DebugLevel > 0)
|
|
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)
|
|
{
|
|
m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
|
|
}
|
|
}
|
|
|
|
private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
|
SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
|
|
|
|
if (sp != null && group != null && group.FromItemID != UUID.Zero)
|
|
DetachSingleAttachmentToInv(sp, group);
|
|
}
|
|
|
|
private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
|
if (sp != null)
|
|
{
|
|
List<SceneObjectGroup> attachments = sp.GetAttachments();
|
|
|
|
foreach (SceneObjectGroup group in attachments)
|
|
{
|
|
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
|
|
{
|
|
DetachSingleAttachmentToInv(sp, group);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
|
|
if (sp != null)
|
|
DetachSingleAttachmentToGround(sp, soLocalId);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|