Merge branch 'avination' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
This commit is contained in:
Melanie
2013-03-06 00:15:54 +00:00
10 changed files with 68 additions and 42 deletions

View File

@@ -236,9 +236,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// If we're an NPC then skip all the item checks and manipulations since we don't have an
// inventory right now.
if (sp.PresenceType == PresenceType.Npc)
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null, true);
else
RezSingleAttachmentFromInventory(sp, attach.ItemID, p, d);
RezSingleAttachmentFromInventory(sp, attach.ItemID, p | (uint)0x80, d);
}
catch (Exception e)
{
@@ -299,12 +299,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
sp.ClearAttachments();
}
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append)
{
if (!Enabled)
return false;
if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp))
if (AttachObjectInternal(sp, group, attachmentPt, silent, useAttachData, temp, append))
{
m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
return true;
@@ -313,7 +313,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return false;
}
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp)
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData, bool temp, bool append)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
@@ -348,11 +348,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
lock (sp.AttachmentsSyncLock)
{
Vector3 attachPos = group.AbsolutePosition;
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
attachmentPt &= 0x7f;
// 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.
@@ -398,15 +394,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
group.AbsolutePosition = attachPos;
if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp, append);
AttachToAgent(sp, group, attachmentPt, attachPos, silent);
}
return true;
}
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp, bool append)
{
// Add the new attachment to inventory if we don't already have it.
if (!temp)
@@ -415,7 +411,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (newAttachmentItemID == UUID.Zero)
newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
}
}
@@ -433,8 +429,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
bool append = (AttachmentPt & 0x80) != 0;
AttachmentPt &= 0x7f;
// Viewer 2/3 sometimes asks to re-wear items that are already worn (and show up in it's inventory as such).
@@ -463,7 +458,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return null;
}
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc, append);
}
public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -860,7 +855,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc, bool append)
{
if (m_invAccessModule == null)
return null;
@@ -885,13 +880,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return null;
}
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
string previousAttachmentScriptedState = null;
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
DetachSingleAttachmentToInv(sp, attachments[0]);
// 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)
{
@@ -913,7 +921,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// This will throw if the attachment fails
try
{
AttachObjectInternal(sp, objatt, attachmentPt, false, false, false);
AttachObjectInternal(sp, objatt, attachmentPt, false, false, false, append);
}
catch (Exception e)
{
@@ -955,7 +963,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
/// <param name="AttachmentPt"></param>
/// <param name="itemID"></param>
/// <param name="att"></param>
private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att)
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}",
@@ -978,7 +986,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (item == null)
return;
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID);
int attFlag = append ? 0x80 : 0;
bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID);
if (changed && m_scene.AvatarFactory != null)
{
// m_log.DebugFormat(
@@ -1062,12 +1071,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
}
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim
bool append = (AttachmentPt & 0x80) != 0;
AttachmentPt &= 0x7f;
// Calls attach with a Zero position
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false))
if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, false, append))
{
// m_log.Debug(
// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId

View File

@@ -197,7 +197,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
m_numberOfAttachEventsFired = 0;
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false, false);
// Check status on scene presence
Assert.That(sp.HasAttachments(), Is.True);
@@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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, false);
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false, false, false);
Assert.That(sp.HasAttachments(), Is.False);
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));

View File

@@ -262,6 +262,8 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
return "modInvokeR";
else if (sid.ReturnType == typeof(object[]))
return "modInvokeL";
else if (sid.ReturnType == typeof(void))
return "modInvokeN";
m_log.WarnFormat("[MODULE COMMANDS] failed to find match for {0} with return type {1}",fname,sid.ReturnType.Name);
}