OpenSimMirror/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs

1250 lines
52 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.IO;
using System.Threading;
using System.Xml;
using log4net;
using Mono.Addins;
using Nini.Config;
using OpenMetaverse;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Scenes.Serialization;
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);
public int DebugLevel { get; set; }
/// <summary>
/// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes
/// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously.
/// </summary>
/// <remarks>
/// A value of 0 will apply no pause. The pause is specified in milliseconds.
/// </remarks>
public int ThrottlePer100PrimsRezzed { get; set; }
private Scene m_scene;
private IInventoryAccessModule m_invAccessModule;
/// <summary>
/// Are attachments enabled?
/// </summary>
public bool Enabled { get; private set; }
public string Name { get { return "Attachments Module"; } }
public Type ReplaceableInterface { get { return null; } }
public void Initialise(IConfigSource source)
{
IConfig config = source.Configs["Attachments"];
if (config != null)
{
Enabled = config.GetBoolean("Enabled", true);
ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
}
else
{
Enabled = true;
}
}
public void AddRegion(Scene scene)
{
m_scene = scene;
if (Enabled)
{
// Only register module with scene if it is enabled. All callers check for a null attachments module.
// Ideally, there should be a null attachments module for when this core attachments module has been
// disabled. Registering only when enabled allows for other attachments module implementations.
m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments log",
"debug attachments log [0|1]",
"Turn on attachments debug logging",
" <= 0 - turns off debug logging\n"
+ " >= 1 - turns on attachment message debug logging",
HandleDebugAttachmentsLog);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments throttle",
"debug attachments throttle <ms>",
"Turn on attachments throttling.",
"This requires a millisecond value. " +
" == 0 - disable throttling.\n"
+ " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
HandleDebugAttachmentsThrottle);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug attachments status",
"debug attachments status",
"Show current attachments debug status",
HandleDebugAttachmentsStatus);
}
// TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
}
private void HandleDebugAttachmentsLog(string module, string[] args)
{
int debugLevel;
if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
{
MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
}
else
{
DebugLevel = debugLevel;
MainConsole.Instance.OutputFormat(
"Set attachments debug level to {0} in {1}", DebugLevel, m_scene.Name);
}
}
private void HandleDebugAttachmentsThrottle(string module, string[] args)
{
int ms;
if (args.Length == 4 && int.TryParse(args[3], out ms))
{
ThrottlePer100PrimsRezzed = ms;
MainConsole.Instance.OutputFormat(
"Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
return;
}
MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
}
private void HandleDebugAttachmentsStatus(string module, string[] args)
{
MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
}
/// <summary>
/// Listen for client triggered running state changes so that we can persist the script's object if necessary.
/// </summary>
/// <param name='localID'></param>
/// <param name='itemID'></param>
private void HandleScriptStateChange(uint localID, bool started)
{
SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
if (sog != null && sog.IsAttachment)
{
if (!started)
{
// FIXME: This is a convoluted way for working out whether the script state has changed to stop
// because it has been manually stopped or because the stop was called in UpdateDetachedObject() below
// This needs to be handled in a less tangled way.
ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar);
if (sp.ControllingClient.IsActive)
sog.HasGroupChanged = true;
}
else
{
sog.HasGroupChanged = true;
}
}
}
public void RemoveRegion(Scene scene)
{
m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
if (Enabled)
m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
}
public void RegionLoaded(Scene scene)
{
m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
}
public void Close()
{
RemoveRegion(m_scene);
}
#endregion
#region IAttachmentsModule
public void CopyAttachments(IScenePresence sp, AgentData ad)
{
lock (sp.AttachmentsSyncLock)
{
// Attachment objects
List<SceneObjectGroup> attachments = sp.GetAttachments();
if (attachments.Count > 0)
{
ad.AttachmentObjects = new List<ISceneObject>();
ad.AttachmentObjectStates = new List<string>();
// IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
sp.InTransitScriptStates.Clear();
foreach (SceneObjectGroup sog in attachments)
{
// We need to make a copy and pass that copy
// because of transfers withn the same sim
ISceneObject clone = sog.CloneForNewScene();
// Attachment module assumes that GroupPosition holds the offsets...!
((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
((SceneObjectGroup)clone).IsAttachment = false;
ad.AttachmentObjects.Add(clone);
string state = sog.GetStateSnapshot();
ad.AttachmentObjectStates.Add(state);
sp.InTransitScriptStates.Add(state);
// Scripts of the originals will be removed when the Agent is successfully removed.
// sog.RemoveScriptInstances(true);
}
}
}
}
public void CopyAttachments(AgentData ad, IScenePresence sp)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Copying attachment data into {0} in {1}", sp.Name, m_scene.Name);
if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0)
{
lock (sp.AttachmentsSyncLock)
sp.ClearAttachments();
int i = 0;
foreach (ISceneObject so in ad.AttachmentObjects)
{
((SceneObjectGroup)so).LocalId = 0;
((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Copying script state with {0} bytes for object {1} for {2} in {3}",
// ad.AttachmentObjectStates[i].Length, so.Name, sp.Name, m_scene.Name);
so.SetState(ad.AttachmentObjectStates[i++], m_scene);
m_scene.IncomingCreateObject(Vector3.Zero, so);
}
}
}
public void RezAttachments(IScenePresence sp)
{
if (!Enabled)
return;
if (null == sp.Appearance)
{
m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
return;
}
if (sp.GetAttachments().Count > 0)
{
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments",
m_scene.Name, sp.Name);
return;
}
if (DebugLevel > 0)
m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name);
List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
foreach (AvatarAttachment attach in attachments)
{
uint attachmentPt = (uint)attach.AttachPoint;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
// attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName);
// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
// But they're not used anyway, the item is being looked up for now, so let's proceed.
//if (UUID.Zero == assetID)
//{
// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
// continue;
//}
try
{
// If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now.
RezSingleAttachmentFromInventoryInternal(
sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true);
}
catch (Exception e)
{
UUID agentId = (sp.ControllingClient == null) ? default(UUID) : sp.ControllingClient.AgentId;
m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
}
}
}
public void DeRezAttachments(IScenePresence sp)
{
if (!Enabled)
return;
List<SceneObjectGroup> attachments = sp.GetAttachments();
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Saving for {0} attachments for {1} in {2}",
attachments.Count, sp.Name, m_scene.Name);
if (attachments.Count <= 0)
return;
Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
foreach (SceneObjectGroup so in attachments)
{
// 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.
scriptStates[so] = PrepareScriptInstanceForSave(so, false);
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: For object {0} for {1} in {2} got saved state {3}",
// so.Name, sp.Name, m_scene.Name, scriptStates[so]);
}
lock (sp.AttachmentsSyncLock)
{
foreach (SceneObjectGroup so in attachments)
UpdateDetachedObject(sp, so, scriptStates[so]);
sp.ClearAttachments();
}
}
public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
{
if (!Enabled)
return;
if (DebugLevel > 0)
m_log.DebugFormat(
"[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
m_scene.RegionInfo.RegionName, sp.Name, silent);
foreach (SceneObjectGroup sop in sp.GetAttachments())
{
sop.Scene.DeleteSceneObject(sop, silent);
}
sp.ClearAttachments();
}
public bool AttachObject(
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool append)
{
if (!Enabled)
return false;
group.DetachFromBackup();
bool success = AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
if (!success)
group.AttachToBackup();
return success;
}
/// <summary>
/// Internal method which actually does all the work for attaching an object.
/// </summary>
/// <returns>The object attached.</returns>
/// <param name='sp'></param>
/// <param name='group'>The object to attach.</param>
/// <param name='attachmentPt'></param>
/// <param name='silent'></param>
/// <param name='addToInventory'>If true then add object to user inventory.</param>
/// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
/// <param name='append'>Append to attachment point rather than replace.</param>
private bool AttachObjectInternal(
IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool resumeScripts, bool append)
{
if (group.GetSittingAvatarsCount() != 0)
{
if (DebugLevel > 0)
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false;
}
Vector3 attachPos = group.AbsolutePosition;
// 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.
if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
{
attachPos = Vector3.Zero;
}
// if the attachment point is the same as previous, make sure we get the saved
// position info.
if (attachmentPt != 0 && attachmentPt == group.RootPart.Shape.LastAttachPoint)
{
attachPos = group.RootPart.AttachedPos;
}
// AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == (uint)AttachmentPoint.Default)
{
// Check object for stored attachment point
attachmentPt = group.AttachmentPoint;
}
// if we didn't find an attach point, look for where it was last attached
if (attachmentPt == 0)
{
attachmentPt = (uint)group.RootPart.Shape.LastAttachPoint;
attachPos = group.RootPart.AttachedPos;
group.HasGroupChanged = true;
}
// if we still didn't find a suitable attachment point.......
if (attachmentPt == 0)
{
// Stick it on left hand with Zero Offset from the attachment point.
attachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero;
}
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
if (attachments.Contains(group))
{
if (DebugLevel > 0)
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
group.Name, group.LocalId, sp.Name, attachmentPt);
return false;
}
// If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
while (attachments.Count >= 5)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, attachments[0]);
attachments.RemoveAt(0);
}
// If we're not appending, remove the rest as well
if (attachments.Count != 0 && !append)
{
foreach (SceneObjectGroup g in attachments)
{
if (g.FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, g);
}
}
lock (sp.AttachmentsSyncLock)
{
if (addToInventory && sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
if (resumeScripts)
{
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
group.ResumeScripts();
}
// 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);
if (m_invAccessModule != null)
m_invAccessModule.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} at pt {2} pos {3} {4} in {5}",
so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos, m_scene.Name);
// 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
}
}