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Merge branch 'avination' into careminster
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@@ -28,6 +28,7 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.IO;
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using System.Xml;
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using log4net;
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using Mono.Addins;
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@@ -248,7 +249,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
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public void DeRezAttachments(IScenePresence sp)
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{
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if (!Enabled)
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return;
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@@ -259,18 +260,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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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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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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UpdateDetachedObject(sp, so);
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}
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sp.ClearAttachments();
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@@ -597,7 +587,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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/// <param name="saveAllScripted"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
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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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@@ -607,13 +597,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
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if (grp.HasGroupChanged)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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// grp.UUID, grp.AttachmentPoint);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
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string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
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InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
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item = m_scene.InventoryService.GetItem(item);
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@@ -752,6 +742,60 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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private string GetObjectScriptStates(SceneObjectGroup grp)
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{
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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{
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grp.SaveScriptedState(writer);
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}
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return sw.ToString();
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}
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}
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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bool saveChanged
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= sp.PresenceType != PresenceType.Npc
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&& (m_scene.UserManagementModule == null
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|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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string scriptedState = GetObjectScriptStates(so);
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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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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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if (saveChanged)
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{
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, scriptedState);
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}
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// Now, remove the scripts
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so.RemoveScriptInstances(true);
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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@@ -759,22 +803,7 @@ 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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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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so.RootPart.SetParentLocalId(0);
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so.IsAttachment = false;
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// We cannot use AbsolutePosition here because that would
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// attempt to cross the prim as it is detached
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so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
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UpdateKnownItem(sp, so, true);
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// This MUST happen AFTER serialization because it will
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// either stop or remove the scripts. Both will cause scripts
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// to be serialized in a stopped state with the true run
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// state already lost.
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m_scene.DeleteSceneObject(so, false, true);
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UpdateDetachedObject(sp, so);
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}
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protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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