Esempio n. 1
0
        /// <summary>
        ///     Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="assetID" />
        /// <param name="forceUpdatePrim">Force updating of the prim the next time the user attempts to deattach it</param>
        /// <param name="isTempAttach">Is a temporary attachment</param>
        protected void FindAttachmentPoint(IClientAPI remoteClient, uint localID, ISceneEntity group,
                                           int AttachmentPt, UUID assetID, bool forceUpdatePrim, bool isTempAttach)
        {
            //Make sure that we arn't over the limit of attachments
            ISceneEntity[] attachments = GetAttachmentsForAvatar(remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            bool    hasMultipleAttachmentsSet = (AttachmentPt & 0x7f) != 0 || AttachmentPt == 0;

            if (!m_allowMultipleAttachments)
            {
                hasMultipleAttachmentsSet = false;
            }
            AttachmentPt &= 0x7f; //Disable it! Its evil!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // 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.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if (AttachmentPt != 0 && AttachmentPt != (group.GetAttachmentPoint() & 0x7f))
            {
                attachPos            = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = group.GetSavedAttachmentPoint() & 0x7f;
                    attachPos    = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootChild.Shape.State & 0x7f;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos            = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            MainConsole.Instance.DebugFormat(
                "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2} localID {3}",
                group.Name, remoteClient.Name, AttachmentPt, group.LocalId);

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);

            if (presence == null)
            {
                return;
            }
            UUID itemID = UUID.Zero;

            //Check for multiple attachment bits and whether we should remove the old
            if (!hasMultipleAttachmentsSet)
            {
                foreach (ISceneEntity grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.RootChild.FromUserInventoryItemID;
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                {
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
                }
            }
            itemID = group.RootChild.FromUserInventoryItemID;

            group.RootChild.AttachedAvatar = presence.UUID;

            List <ISceneChildEntity> parts = group.ChildrenEntities();

            foreach (ISceneChildEntity t in parts)
            {
                t.AttachedAvatar = presence.UUID;
            }

            if (group.RootChild.PhysActor != null)
            {
                m_scene.PhysicsScene.DeletePrim(group.RootChild.PhysActor);
                group.RootChild.PhysActor = null;
            }

            group.RootChild.AttachedPos  = attachPos;
            group.RootChild.IsAttachment = true;
            group.AbsolutePosition       = attachPos;

            group.RootChild.SetParentLocalId(presence.LocalId);
            group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            if (group.IsSelected)
            {
                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    part.CreateSelected = true;
                }
            }

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            group.IsSelected = false;

            if (!isTempAttach)
            {
                if (itemID == UUID.Zero)
                {
                    //Delete the object inworld to inventory

                    List <ISceneEntity> groups = new List <ISceneEntity>(1)
                    {
                        group
                    };

                    IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>();
                    if (inventoryAccess != null)
                    {
                        inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero,
                                                          groups, remoteClient.AgentId, out itemID);
                    }
                }
                else
                {
                    //it came from an item, we need to start the scripts

                    // Fire after attach, so we don't get messy perms dialogs.
                    group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero, false);
                }

                if (UUID.Zero == itemID)
                {
                    MainConsole.Instance.Error(
                        "[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
                    remoteClient.SendAgentAlertMessage(
                        "Unable to save attachment. Error inventory item ID.", false);
                    return;
                }

                // XXYY!!
                if (assetID == UUID.Zero)
                {
                    assetID = m_scene.InventoryService.GetItemAssetID(remoteClient.AgentId, itemID);
                    //Update the ItemID with the new item
                    group.SetFromItemID(itemID, assetID);
                }
            }
            else
            {
                // Fire after attach, so we don't get messy perms dialogs.
                group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero, false);
                group.RootChild.FromUserInventoryItemID = UUID.Zero;
            }

            AvatarAttachments attPlugin = presence.RequestModuleInterface <AvatarAttachments>();

            if (attPlugin != null)
            {
                attPlugin.AddAttachment(group);
                presence.SetAttachments(attPlugin.Get());
                if (!isTempAttach)
                {
                    IAvatarAppearanceModule appearance = presence.RequestModuleInterface <IAvatarAppearanceModule>();

                    appearance.Appearance.SetAttachments(attPlugin.Get());
                    AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
                }
            }


            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootChild.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = changedPositionPoint || forceUpdatePrim;
            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

            m_scene.EventManager.TriggerOnAttach(localID, group.RootChild.FromUserInventoryItemID, remoteClient.AgentId);
        }
        /// <summary>
        /// Attach the object to the avatar
        /// </summary>
        /// <param name="remoteClient">The client that is having the attachment done</param>
        /// <param name="localID">The localID (SceneObjectPart) that is being attached (for the attach script event)</param>
        /// <param name="group">The group (SceneObjectGroup) that is being attached</param>
        /// <param name="AttachmentPt">The point to where the attachment will go</param>
        /// <param name="item">If this is not null, it saves a query in this method to the InventoryService
        /// This is the Item that the object is in (if it is in one yet)</param>
        protected void FindAttachmentPoint (IClientAPI remoteClient, uint localID, ISceneEntity group,
            int AttachmentPt, InventoryItemBase item)
        {
            //Make sure that we arn't over the limit of attachments
            ISceneEntity[] attachments = GetAttachmentsForAvatar (remoteClient.AgentId);
            if (attachments.Length + 1 > m_maxNumberOfAttachments)
            {
                //Too many
                remoteClient.SendAgentAlertMessage(
                    "You are wearing too many attachments. Take one off to attach this object", false);

                return;
            }
            Vector3 attachPos = group.GetAttachmentPos();
            bool hasMultipleAttachmentsSet = (AttachmentPt & 0x7f) != 0 || AttachmentPt == 0;
            if(!m_allowMultipleAttachments)
                hasMultipleAttachmentsSet = false;
            AttachmentPt &= 0x7f; //Disable it! Its evil!

            //Did the attachment change position or attachment point?
            bool changedPositionPoint = false;

            // 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.
            //Simplier terms: the attachment point changed, set it to the default 0,0,0 location
            if (AttachmentPt != 0 && AttachmentPt != (int)(group.GetAttachmentPoint() & 0x7f))
            {
                attachPos = Vector3.Zero;
                changedPositionPoint = true;
            }
            else
            {
                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetSavedAttachmentPoint() & 0x7f;
                    attachPos = group.GetAttachmentPos();
                }

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootChild.Shape.State & 0x7f;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point, force it to the default
                //This happens on the first time an avatar 'wears' an object
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    //Default location
                    attachPos = Vector3.Zero;
                    changedPositionPoint = true;
                }
            }

            group.HasGroupChanged = changedPositionPoint;

            //Update where we are put
            group.SetAttachmentPoint((byte)AttachmentPt);
            //Fix the position with the one we found
            group.AbsolutePosition = attachPos;

            // Remove any previous attachments
            IScenePresence presence = m_scene.GetScenePresence (remoteClient.AgentId);
            if (presence == null)
                return;
            UUID itemID = UUID.Zero;
            //Check for multiple attachment bits and whether we should remove the old
            if(!hasMultipleAttachmentsSet) 
            {
                foreach (ISceneEntity grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.RootChild.FromUserInventoryItemID;
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
            }
            itemID = group.RootChild.FromUserInventoryItemID;

            group.RootChild.AttachedAvatar = presence.UUID;

            List<ISceneChildEntity> parts = group.ChildrenEntities();
            for (int i = 0; i < parts.Count; i++)
                parts[i].AttachedAvatar = presence.UUID;

            if (group.RootChild.PhysActor != null)
            {
                m_scene.PhysicsScene.RemovePrim (group.RootChild.PhysActor);
                group.RootChild.PhysActor = null;
            }

            group.RootChild.AttachedPos = attachPos;
            group.RootChild.IsAttachment = true;
            group.AbsolutePosition = attachPos;

            group.RootChild.SetParentLocalId (presence.LocalId);
            group.SetAttachmentPoint(Convert.ToByte(AttachmentPt));

            AvatarAttachments attPlugin = presence.RequestModuleInterface<AvatarAttachments>();
            if (attPlugin != null)
            {
                attPlugin.AddAttachment (group);
                presence.AddAttachment (group);
            }

            // Killing it here will cause the client to deselect it
            // It then reappears on the avatar, deselected
            // through the full update below
            //
            if (group.IsSelected)
            {
                foreach (ISceneChildEntity part in group.ChildrenEntities())
                {
                    part.CreateSelected = true;
                }
            }
            //Kill the previous entity so that it will be selected
            SendKillEntity(group.RootChild);

            //NOTE: This MUST be here, otherwise we limit full updates during attachments when they are selected and it will block the first update.
            // So until that is changed, this MUST stay. The client will instantly reselect it, so this value doesn't stay borked for long.
            group.IsSelected = false;

            if (itemID == UUID.Zero)
            {
                //Delete the object inworld to inventory

                List<ISceneEntity> groups = new List<ISceneEntity> (1) { group };

                IInventoryAccessModule inventoryAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
                if (inventoryAccess != null)
                    inventoryAccess.DeleteToInventory(DeRezAction.AcquireToUserInventory, UUID.Zero,
                        groups, remoteClient.AgentId, out itemID);
            }
            else
            {
                //it came from an item, we need to start the scripts

                // Fire after attach, so we don't get messy perms dialogs
                // 4 == AttachedRez
                group.CreateScriptInstances(0, true, StateSource.AttachedRez, UUID.Zero);
                group.ResumeScripts();
            }

            if (UUID.Zero == itemID)
            {
                m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
                remoteClient.SendAgentAlertMessage(
                    "Unable to save attachment. Error inventory item ID.", false);
                return;
            }

            // XXYY!!
            if (item == null)
            {
                item = new InventoryItemBase(itemID, remoteClient.AgentId);
                item = m_scene.InventoryService.GetItem(item);
            }

            //Update the ItemID with the new item
            group.SetFromItemID (itemID);

            //If we updated the attachment, we need to save the change
            IAvatarAppearanceModule appearance = presence.RequestModuleInterface<IAvatarAppearanceModule> ();
            if (appearance.Appearance.SetAttachment ((int)AttachmentPt, itemID, item.AssetID))
                AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);


            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootChild.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = false;
            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);

            m_scene.EventManager.TriggerOnAttach(localID, group.RootChild.FromUserInventoryItemID, remoteClient.AgentId);
        }
Esempio n. 3
0
        public ISceneEntity RezSingleAttachmentFromInventory(
            IClientAPI remoteClient, UUID itemID, UUID assetID, int AttachmentPt, bool updateUUIDs)
        {
            MainConsole.Instance.DebugFormat(
                "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
                (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface <IInventoryAccessModule>();

            if (invAccess != null)
            {
                InventoryItemBase item   = null;
                ISceneEntity      objatt = assetID == UUID.Zero
                                          ? invAccess.CreateObjectFromInventory(remoteClient,
                                                                                itemID, out item)
                                          : invAccess.CreateObjectFromInventory(remoteClient, itemID, assetID, null);

                if (objatt != null)
                {
                    #region Set up object for attachment status

                    if (item != null)
                    {
                        assetID = item.AssetID;

                        // Since renaming the item in the inventory does not affect the name stored
                        // in the serialization, transfer the correct name from the inventory to the
                        // object itself before we rez.
                        objatt.RootChild.Name        = item.Name;
                        objatt.RootChild.Description = item.Description;
                    }

                    objatt.RootChild.Flags       |= PrimFlags.Phantom;
                    objatt.RootChild.IsAttachment = true;
                    objatt.SetFromItemID(itemID, assetID);

                    List <ISceneChildEntity> partList = new List <ISceneChildEntity>(objatt.ChildrenEntities());

                    foreach (ISceneChildEntity part in partList)
                    {
                        part.AttachedAvatar = remoteClient.AgentId;
                    }

                    objatt.SetGroup(remoteClient.ActiveGroupId, remoteClient.AgentId, false);
                    if (objatt.RootChild.OwnerID != remoteClient.AgentId)
                    {
                        //Need to kill the for sale here
                        objatt.RootChild.ObjectSaleType = 0;
                        objatt.RootChild.SalePrice      = 10;

                        if (m_scene.Permissions.PropagatePermissions())
                        {
                            if (item == null)
                            {
                                item = m_scene.InventoryService.GetItem(remoteClient.AgentId, itemID);
                            }
                            if (item == null)
                            {
                                return(null);
                            }
                            if ((item.CurrentPermissions & 8) != 0)
                            {
                                foreach (ISceneChildEntity part in partList)
                                {
                                    part.EveryoneMask  = item.EveryOnePermissions;
                                    part.NextOwnerMask = item.NextPermissions;
                                    part.GroupMask     = 0; // DO NOT propagate here
                                }
                            }

                            objatt.ApplyNextOwnerPermissions();
                        }
                    }

                    foreach (ISceneChildEntity part in partList)
                    {
                        if (part.OwnerID != remoteClient.AgentId)
                        {
                            part.LastOwnerID = part.OwnerID;
                            part.OwnerID     = remoteClient.AgentId;
                            part.Inventory.ChangeInventoryOwner(remoteClient.AgentId);
                        }
                    }
                    objatt.RootChild.TrimPermissions();
                    objatt.RootChild.IsAttachment = true;
                    objatt.IsDeleted = false;

                    //Update the ItemID with the new item
                    objatt.SetFromItemID(itemID, assetID);

                    //We also have to reset the IDs so that it doesn't have the same IDs as one inworld (possibly)!
                    ISceneEntity[] atts = GetAttachmentsForAvatar(remoteClient.AgentId);
                    foreach (var obj in atts)
                    {
                        if (obj.UUID == objatt.UUID)
                        {
                            updateUUIDs = false; //If the user is already wearing it, don't readd
                        }
                    }
                    bool forceUpdateOnNextDeattach = false;
                    try
                    {
                        bool foundDuplicate = false;
                        foreach (var obj in atts)
                        {
                            if (obj.RootChild.FromUserInventoryItemID == objatt.RootChild.FromUserInventoryItemID)
                            {
                                foundDuplicate = true;
                            }
                        }
                        IEntity e;
                        if (!m_scene.SceneGraph.TryGetEntity(objatt.UUID, out e)) //if (updateUUIDs)
                        {
                            foreach (var prim in objatt.ChildrenEntities())
                            {
                                prim.LocalId = 0;
                            }
                            bool success = m_scene.SceneGraph.RestorePrimToScene(objatt, false);
                            if (!success)
                            {
                                MainConsole.Instance.Error("[AttachmentModule]: Failed to add attachment " + objatt.Name +
                                                           " for user " + remoteClient.Name + "!");
                                return(null);
                            }
                        }
                        else
                        {
                            if (!foundDuplicate)
                            {
                                //If the user has information stored about this object, we need to force updating next time
                                if (m_scene.SceneGraph.AddPrimToScene(objatt))
                                {
                                    forceUpdateOnNextDeattach = true;
                                }
                            }
                            else
                            {
                                if (e as ISceneEntity != null)
                                {
                                    (e as ISceneEntity).ScheduleGroupUpdate(PrimUpdateFlags.ForcedFullUpdate);
                                }

                                return(e as ISceneEntity);  //It was already added
                            }
                        }
                    }
                    catch
                    {
                    }

                    //If we updated the attachment, we need to save the change
                    IScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
                    if (presence != null)
                    {
                        FindAttachmentPoint(remoteClient, objatt.LocalId, objatt, AttachmentPt, assetID,
                                            forceUpdateOnNextDeattach, false);
                    }
                    else
                    {
                        objatt = null; //Presence left, kill the attachment
                    }
                    #endregion
                }
                else
                {
                    MainConsole.Instance.WarnFormat(
                        "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
                        itemID, remoteClient.Name, AttachmentPt);
                }

                return(objatt);
            }

            return(null);
        }