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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -284,7 +284,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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sp.ClearAttachments();
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}
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
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public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
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{
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lock (sp.AttachmentsSyncLock)
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{
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@@ -361,7 +361,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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group.AbsolutePosition = attachPos;
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if (sp.PresenceType != PresenceType.Npc)
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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}
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@@ -369,7 +369,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return true;
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}
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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@@ -379,18 +379,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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else
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
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attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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// Error logging commented because UUID.Zero now means temp attachment
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// else
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
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// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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}
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// Add the new attachment to inventory if we don't already have it.
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UUID newAttachmentItemID = group.FromItemID;
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
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if (!temp)
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{
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UUID newAttachmentItemID = group.FromItemID;
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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@@ -474,6 +478,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UUID inventoryID = so.FromItemID;
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// As per Linden spec, drop is disabled for temp attachs
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if (inventoryID == UUID.Zero)
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return;
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
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// so.Name, so.LocalId, inventoryID);
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@@ -484,7 +492,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.PrimCount, sp.UUID, sp.AbsolutePosition))
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return;
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bool changed = sp.Appearance.DetachAttachment(inventoryID);
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bool changed = false;
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if (inventoryID != UUID.Zero)
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changed = sp.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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@@ -516,6 +526,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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{
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// As per Linden spec, detach (take) is disabled for temp attachs
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if (so.FromItemID == UUID.Zero)
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return;
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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@@ -589,6 +603,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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{
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if (grp.FromItemID == UUID.Zero)
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{
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// We can't save temp attachments
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grp.HasGroupChanged = false;
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return;
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}
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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if (module != null)
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@@ -845,7 +866,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This will throw if the attachment fails
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try
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{
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AttachObject(sp, objatt, attachmentPt, false, false);
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AttachObject(sp, objatt, attachmentPt, false, false, false);
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}
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catch (Exception e)
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{
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@@ -1005,7 +1026,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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AttachmentPt &= 0x7f;
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// Calls attach with a Zero position
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
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if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false))
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{
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// m_log.Debug(
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// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
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@@ -189,7 +189,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
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// Check status on scene presence
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Assert.That(sp.HasAttachments(), Is.True);
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@@ -243,7 +243,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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