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https://github.com/opensim/opensim.git
synced 2026-08-13 13:15:44 +08:00
Massive tab and trailing space cleanup
This commit is contained in:
@@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// A value of 0 will apply no pause. The pause is specified in milliseconds.
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/// </remarks>
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public int ThrottlePer100PrimsRezzed { get; set; }
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private Scene m_scene;
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private IInventoryAccessModule m_invAccessModule;
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@@ -69,7 +69,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// Are attachments enabled?
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/// </summary>
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public bool Enabled { get; private set; }
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public string Name { get { return "Attachments Module"; } }
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public Type ReplaceableInterface { get { return null; } }
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@@ -87,14 +87,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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Enabled = true;
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}
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}
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public void AddRegion(Scene scene)
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{
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m_scene = scene;
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if (Enabled)
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{
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// Only register module with scene if it is enabled. All callers check for a null attachments module.
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// Ideally, there should be a null attachments module for when this core attachments module has been
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// Ideally, there should be a null attachments module for when this core attachments module has been
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// disabled. Registering only when enabled allows for other attachments module implementations.
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m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
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m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
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@@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private void HandleScriptStateChange(uint localID, bool started)
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{
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SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
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if (sog != null && sog.IsAttachment)
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if (sog != null && sog.IsAttachment)
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{
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if (!started)
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{
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@@ -198,21 +198,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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}
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public void RemoveRegion(Scene scene)
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public void RemoveRegion(Scene scene)
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{
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m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
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if (Enabled)
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m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
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}
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public void RegionLoaded(Scene scene)
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{
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m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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}
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public void Close()
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public void Close()
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{
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RemoveRegion(m_scene);
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}
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@@ -270,7 +270,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Copying script state with {0} bytes for object {1} for {2} in {3}",
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// "[ATTACHMENTS MODULE]: Copying script state with {0} bytes for object {1} for {2} in {3}",
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// ad.AttachmentObjectStates[i].Length, so.Name, sp.Name, m_scene.Name);
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so.SetState(ad.AttachmentObjectStates[i++], m_scene);
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@@ -295,7 +295,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments",
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"[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments",
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m_scene.Name, sp.Name);
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return;
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@@ -357,7 +357,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
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// But they're not used anyway, the item is being looked up for now, so let's proceed.
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//if (UUID.Zero == assetID)
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//if (UUID.Zero == assetID)
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//{
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// m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
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// continue;
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@@ -434,7 +434,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UpdateDetachedObject(sp, so, String.Empty);
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sp.ClearAttachments();
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}
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}
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}
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}
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public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
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@@ -445,7 +445,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
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m_scene.RegionInfo.RegionName, sp.Name, silent);
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m_scene.RegionInfo.RegionName, sp.Name, silent);
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foreach (SceneObjectGroup sop in sp.GetAttachments())
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{
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@@ -454,7 +454,7 @@ 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,
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bool addToInventory, bool append)
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{
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@@ -505,7 +505,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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attachmentPt &= 0x7f;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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@@ -583,7 +583,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (addToInventory && sp.PresenceType != PresenceType.Npc)
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UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append);
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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if (resumeScripts)
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@@ -616,11 +616,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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, null);
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}
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{
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, null);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
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public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, XmlDocument doc)
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{
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if (!Enabled)
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return null;
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@@ -631,8 +631,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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(AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
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// We check the attachments in the avatar appearance here rather than the objects attached to the
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// ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are
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// already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done
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// ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are
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// already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done
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// because pre-outfit folder viewers (most version 1 viewers) require it.
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bool alreadyOn = false;
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List<AvatarAttachment> existingAttachments = sp.Appearance.GetAttachments();
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@@ -668,7 +668,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}",
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"[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}",
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rezlist.Count, sp.Name, m_scene.Name);
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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@@ -727,7 +727,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint;
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sp.RemoveAttachment(so);
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so.FromItemID = UUID.Zero;
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@@ -744,7 +744,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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so.ApplyPhysics();
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rootPart.Rezzed = DateTime.Now;
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@@ -804,7 +804,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (DebugLevel > 0)
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
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"[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
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so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
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// Scripts MUST be snapshotted before the object is
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@@ -827,14 +827,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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UpdateDetachedObject(sp, so, scriptedState);
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}
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}
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public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
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{
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if (!Enabled)
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return;
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sog.UpdateGroupPosition(pos);
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sog.HasGroupChanged = true;
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sog.HasGroupChanged = true;
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}
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#endregion
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@@ -843,7 +843,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This is public but is not part of the IAttachmentsModule interface.
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// RegionCombiner module needs to poke at it to deliver client events.
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// This breaks the encapsulation of the module and should get fixed somehow.
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// This breaks the encapsulation of the module and should get fixed somehow.
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public void SubscribeToClientEvents(IClientAPI client)
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{
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client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv;
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@@ -856,7 +856,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// This is public but is not part of the IAttachmentsModule interface.
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// RegionCombiner module needs to poke at it to deliver client events.
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// This breaks the encapsulation of the module and should get fixed somehow.
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// This breaks the encapsulation of the module and should get fixed somehow.
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public void UnsubscribeFromClientEvents(IClientAPI client)
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{
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client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv;
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@@ -936,7 +936,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// Attach this scene object to the given avatar.
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/// </summary>
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/// <remarks>
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/// This isn't publicly available since attachments should always perform the corresponding inventory
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/// This isn't publicly available since attachments should always perform the corresponding inventory
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/// operation (to show the attach in user inventory and update the asset with positional information).
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/// </remarks>
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/// <param name="sp"></param>
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@@ -997,7 +997,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update
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// will succeed, as that will not update if an attachment is selected.
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so.IsSelected = false; // fudge....
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so.IsSelected = false; // fudge....
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so.ScheduleGroupForFullUpdate();
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}
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@@ -1041,7 +1041,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// </summary>
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/// <remarks>
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/// This involves triggering the detach event and getting the script state (which also stops the script)
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/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
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/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
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/// running script is performing attachment operations.
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/// </remarks>
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/// <returns>
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@@ -1088,7 +1088,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Remove the object from the scene so no more updates
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// are sent. Doing this before the below changes will ensure
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// updates can't cause "HUD artefacts"
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m_scene.DeleteSceneObject(so, false, false);
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// Prepare sog for storage
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@@ -1125,7 +1125,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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itemID, rezGroupID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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else
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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null, rezGroupID, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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@@ -1139,7 +1139,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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else if (itemID == UUID.Zero)
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{
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// We need to have a FromItemID for multiple attachments on a single attach point to appear. This is
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// We need to have a FromItemID for multiple attachments on a single attach point to appear. This is
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// true on Singularity 1.8.5 and quite possibly other viewers as well. As NPCs don't have an inventory
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// we will satisfy this requirement by inserting a random UUID.
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objatt.FromItemID = UUID.Random();
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@@ -1185,7 +1185,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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if (tainted)
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objatt.HasGroupChanged = true;
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objatt.HasGroupChanged = true;
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if (ThrottlePer100PrimsRezzed > 0)
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{
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