Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/Watchdog.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
This commit is contained in:
Melanie
2012-07-11 03:56:50 +01:00
39 changed files with 962 additions and 314 deletions

View File

@@ -257,16 +257,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
lock (sp.AttachmentsSyncLock)
{
foreach (SceneObjectGroup grp in sp.GetAttachments())
foreach (SceneObjectGroup so in sp.GetAttachments())
{
grp.Scene.DeleteSceneObject(grp, false);
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
if (saveChanged || saveAllScripted)
{
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp, grp, saveAllScripted);
so.IsAttachment = false;
so.AbsolutePosition = so.RootPart.AttachedPos;
UpdateKnownItem(sp, so, saveAllScripted);
}
so.RemoveScriptInstances(true);
}
sp.ClearAttachments();
@@ -297,6 +301,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
if (group.GetSittingAvatarsCount() != 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;
}
if (sp.GetAttachments(attachmentPt).Contains(group))
{
@@ -357,30 +370,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos;
// We also don't want to do any of the inventory operations for an NPC.
if (sp.PresenceType != PresenceType.Npc)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
@@ -388,6 +379,30 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt)
{
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
else
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it.
UUID newAttachmentItemID = group.FromItemID;
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
}
public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
{
return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
@@ -721,79 +736,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
// grp.Name, grp.LocalId, remoteClient.Name);
// Vector3 inventoryStoredPosition = new Vector3
// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.X)
// ,
// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
// ? (float)Constants.RegionSize - 6
// : grp.AbsolutePosition.Y,
// grp.AbsolutePosition.Z);
//
// Vector3 originalPosition = grp.AbsolutePosition;
//
// grp.AbsolutePosition = inventoryStoredPosition;
// If we're being called from a script, then trying to serialize that same script's state will not complete
// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
// the client/server crashes rather than logging out normally, the attachment's scripts will resume
// without state on relog. Arguably, this is what we want anyway.
string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
// grp.AbsolutePosition = originalPosition;
AssetBase asset = m_scene.CreateAsset(
grp.GetPartName(grp.LocalId),
grp.GetPartDescription(grp.LocalId),
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
sp.UUID);
m_scene.AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
item.CreatorId = grp.RootPart.CreatorID.ToString();
item.CreatorData = grp.RootPart.CreatorData;
item.Owner = sp.UUID;
item.ID = UUID.Random();
item.AssetID = asset.FullID;
item.Description = asset.Description;
item.Name = asset.Name;
item.AssetType = asset.Type;
item.InvType = (int)InventoryType.Object;
InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
if (folder != null)
item.Folder = folder.ID;
else // oopsies
item.Folder = UUID.Zero;
// Nix the special bits we used to use for slam and the folded perms
uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
{
item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
}
else
{
item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
}
item.CreationDate = Util.UnixTimeSinceEpoch();
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 = item.ID;
grp.FromItemID = newItem.ID;
return item;
return newItem;
}
private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
@@ -802,7 +755,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
sp.RemoveAttachment(so);
m_scene.DeleteSceneObject(so, false);
// We can only remove the script instances from the script engine after we've retrieved their xml state
// when we update the attachment item.
m_scene.DeleteSceneObject(so, false, false);
// Prepare sog for storage
so.AttachedAvatar = UUID.Zero;
@@ -811,6 +767,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.AbsolutePosition = so.RootPart.AttachedPos;
UpdateKnownItem(sp, so, true);
so.RemoveScriptInstances(true);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
@@ -920,7 +877,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
item = m_scene.InventoryService.GetItem(item);
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
{
// 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

View File

@@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
@@ -149,9 +149,41 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
InventoryFolderBase targetFolder = scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
Assert.That(attachmentItem.Folder, Is.EqualTo(targetFolder.ID));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
// TestHelpers.DisableLogging();
}
/// <summary>
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
/// </summary>
[Test]
public void TestAddSatOnAttachmentFromGround()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
// Put avatar within 10m of the prim so that sit doesn't fail.
sp2.AbsolutePosition = new Vector3(0, 0, 0);
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
public void TestAddAttachmentFromInventory()
{
@@ -181,6 +213,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check appearance status
Assert.That(sp.Appearance.GetAttachments().Count, Is.EqualTo(1));
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@@ -239,6 +273,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// Check item status
Assert.That(sp.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo(0));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(0));
}
/// <summary>
@@ -300,6 +336,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(retreivedAttachments[0].ItemID, Is.EqualTo(attItem.ID));
Assert.That(retreivedAttachments[0].AssetID, Is.EqualTo(attItem.AssetID));
Assert.That(presence.Appearance.GetAttachpoint(attItem.ID), Is.EqualTo((int)AttachmentPoint.Chest));
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
}
[Test]
@@ -399,6 +437,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Assert.That(actualSceneBAtt.Name, Is.EqualTo(attItem.Name));
Assert.That(actualSceneBAtt.AttachmentPoint, Is.EqualTo((uint)AttachmentPoint.Chest));
Assert.That(sceneB.GetSceneObjectGroups().Count, Is.EqualTo(1));
// Check attachments have been removed from sceneA
ScenePresence afterTeleportSceneASp = sceneA.GetScenePresence(ua1.PrincipalID);
@@ -410,6 +450,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// This is the actual attachment, which should no longer exist
List<SceneObjectGroup> actualSceneAAttachments = afterTeleportSceneASp.GetAttachments();
Assert.That(actualSceneAAttachments.Count, Is.EqualTo(0));
Assert.That(sceneA.GetSceneObjectGroups().Count, Is.EqualTo(0));
}
// I'm commenting this test because scene setup NEEDS InventoryService to

View File

@@ -79,7 +79,6 @@
<RegionModule id="AuthenticationServiceInConnectorModule" type="OpenSim.Region.CoreModules.ServiceConnectorsIn.Authentication.AuthenticationServiceInConnectorModule" />
<RegionModule id="AccessModule" type="OpenSim.Region.CoreModules.World.AccessModule" /> \
<RegionModule id="MapImageModule" type="OpenSim.Region.CoreModules.World.LegacyMap.MapImageModule" /> \
<RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" /> \
</Extension>

View File

@@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout))
{
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted region {0}", regionhandle);
m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted region {0}", regionhandle);
m_blacklistedregions.Remove(regionhandle);
}
@@ -781,7 +781,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{
if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout))
{
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted URL {0}", httpserver);
m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted URL {0}", httpserver);
m_blacklistedurls.Remove(httpserver);
}
@@ -1343,7 +1343,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null)
return;
m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
byte[] data = terrain.WriteJpeg2000Image();
if (data == null)
@@ -1365,7 +1365,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
asset.Flags = AssetFlags.Maptile;
// Store the new one
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_log.DebugFormat("[WORLD MAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_scene.AssetService.Store(asset);