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https://github.com/opensim/opensim.git
synced 2026-08-10 11:33:28 +08:00
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:
@@ -257,16 +257,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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grp.Scene.DeleteSceneObject(grp, false);
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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if (saveChanged || saveAllScripted)
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{
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grp.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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UpdateKnownItem(sp, grp, saveAllScripted);
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, saveAllScripted);
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}
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so.RemoveScriptInstances(true);
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}
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sp.ClearAttachments();
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@@ -297,6 +301,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (group.GetSittingAvatarsCount() != 0)
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{
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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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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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@@ -357,30 +370,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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// We also don't want to do any of the inventory operations for an NPC.
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if (sp.PresenceType != PresenceType.Npc)
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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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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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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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}
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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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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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}
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@@ -388,6 +379,30 @@ 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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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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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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}
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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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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
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@@ -721,79 +736,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
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// grp.Name, grp.LocalId, remoteClient.Name);
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// Vector3 inventoryStoredPosition = new Vector3
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// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
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// ? (float)Constants.RegionSize - 6
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// : grp.AbsolutePosition.X)
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// ,
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// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
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// ? (float)Constants.RegionSize - 6
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// : grp.AbsolutePosition.Y,
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// grp.AbsolutePosition.Z);
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//
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// Vector3 originalPosition = grp.AbsolutePosition;
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//
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// grp.AbsolutePosition = inventoryStoredPosition;
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// If we're being called from a script, then trying to serialize that same script's state will not complete
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// in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
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// the client/server crashes rather than logging out normally, the attachment's scripts will resume
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// without state on relog. Arguably, this is what we want anyway.
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
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// grp.AbsolutePosition = originalPosition;
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AssetBase asset = m_scene.CreateAsset(
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grp.GetPartName(grp.LocalId),
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grp.GetPartDescription(grp.LocalId),
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(sbyte)AssetType.Object,
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Utils.StringToBytes(sceneObjectXml),
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sp.UUID);
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m_scene.AssetService.Store(asset);
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InventoryItemBase item = new InventoryItemBase();
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item.CreatorId = grp.RootPart.CreatorID.ToString();
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item.CreatorData = grp.RootPart.CreatorData;
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item.Owner = sp.UUID;
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item.ID = UUID.Random();
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item.AssetID = asset.FullID;
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item.Description = asset.Description;
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item.Name = asset.Name;
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item.AssetType = asset.Type;
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item.InvType = (int)InventoryType.Object;
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InventoryFolderBase folder = m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object);
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if (folder != null)
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item.Folder = folder.ID;
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else // oopsies
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item.Folder = UUID.Zero;
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// Nix the special bits we used to use for slam and the folded perms
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uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
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if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
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{
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item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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}
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else
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{
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item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
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item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
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item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
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item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
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item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
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}
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item.CreationDate = Util.UnixTimeSinceEpoch();
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InventoryItemBase newItem
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= m_invAccessModule.CopyToInventory(
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DeRezAction.TakeCopy,
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m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
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new List<SceneObjectGroup> { grp },
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sp.ControllingClient, true)[0];
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// sets itemID so client can show item as 'attached' in inventory
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grp.FromItemID = item.ID;
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grp.FromItemID = newItem.ID;
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return item;
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return newItem;
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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@@ -802,7 +755,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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m_scene.DeleteSceneObject(so, false);
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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@@ -811,6 +767,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, true);
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so.RemoveScriptInstances(true);
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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@@ -920,7 +877,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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item = m_scene.InventoryService.GetItem(item);
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bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
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if (changed && m_scene.AvatarFactory != null)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
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// sp.Name, att.Name, AttachmentPt);
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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}
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}
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#endregion
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