Esempio n. 1
0
        /// <summary>
        /// Update the attachment asset for the new sog details if they have changed.
        /// </summary>
        /// 
        /// This is essential for preserving attachment attributes such as permission.  Unlike normal scene objects,
        /// these details are not stored on the region.
        /// 
        /// <param name="remoteClient"></param>
        /// <param name="grp"></param>
        /// <param name="itemID"></param>
        /// <param name="agentID"></param>
        protected void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID)
        {
            if (grp != null)
            {
                if (!grp.HasGroupChanged)
                {
                    m_log.WarnFormat("[ATTACHMENTS MODULE]: Save request for {0} which is unchanged", grp.UUID);
                    return;
                }

                m_log.DebugFormat(
                    "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
                    grp.UUID, grp.GetAttachmentPoint());

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);

                InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
                item = m_scene.InventoryService.GetItem(item);

                if (item != null)
                {
                    AssetBase asset = m_scene.CreateAsset(
                        grp.GetPartName(grp.LocalId),
                        grp.GetPartDescription(grp.LocalId),
                        (sbyte)AssetType.Object,
                        Utils.StringToBytes(sceneObjectXml),
                        remoteClient.AgentId);
                    m_scene.AssetService.Store(asset);

                    item.AssetID = asset.FullID;
                    item.Description = asset.Description;
                    item.Name = asset.Name;
                    item.AssetType = asset.Type;
                    item.InvType = (int)InventoryType.Object;

                    m_scene.InventoryService.UpdateItem(item);

                    // this gets called when the agent logs off!
                    if (remoteClient != null)
                        remoteClient.SendInventoryItemCreateUpdate(item, 0);
                }
            }
        }
Esempio n. 2
0
        public bool AttachObject(IClientAPI remoteClient, SceneObjectGroup group, int AttachmentPt, bool silent)
        {
            Vector3 attachPos = group.AbsolutePosition;

            if (m_scene.Permissions.CanTakeObject(group.UUID, remoteClient.AgentId))
            {
                // 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.
                if (AttachmentPt != 0 && AttachmentPt != (int)group.GetAttachmentPoint())
                {
                    attachPos = Vector3.Zero;
                }

                // AttachmentPt 0 means the client chose to 'wear' the attachment.
                /*if (AttachmentPt == 0)
                {
                    // Check object for stored attachment point
                    AttachmentPt = (int)group.GetAttachmentPoint();
                    attachPos = group.GetAttachmentPos();
                }*/

                if (AttachmentPt == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootPart.Shape.State;
                    //attachPos = group.AbsolutePosition;
                }

                // if we still didn't find a suitable attachment point.......
                if (AttachmentPt == 0)
                {
                    // Stick it on right hand with Zero Offset from the attachment point.
                    AttachmentPt = (int)AttachmentPoint.RightHand;
                    attachPos = Vector3.Zero;
                }

                group.SetAttachmentPoint((byte)AttachmentPt);
                group.AbsolutePosition = attachPos;

                // Remove any previous attachments
                ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
                UUID itemID = UUID.Zero;
                if (sp != null)
                {
                    foreach (SceneObjectGroup grp in sp.GetAttachments(AttachmentPt))
                    {
                        itemID = grp.GetFromItemID();
                        if (itemID != UUID.Zero)
                            DetachSingleAttachmentToInv(itemID, remoteClient);
                    }
                }

                if (group.GetFromItemID() == UUID.Zero)
                {
                    m_scene.attachObjectAssetStore(remoteClient, group, remoteClient.AgentId, out itemID);
                }
                else
                {
                    itemID = group.GetFromItemID();
                }

                ShowAttachInUserInventory(remoteClient, AttachmentPt, itemID, group);

                AttachToAgent(sp, group, AttachmentPt, attachPos, silent);
            }
            else
            {
                remoteClient.SendAgentAlertMessage(
                    "You don't have sufficient permissions to attach this object", false);

                return false;
            }

            return true;
        }
Esempio n. 3
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 public void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos)
 {
     // If this is an attachment, then we need to save the modified
     // object back into the avatar's inventory. First we save the
     // attachment point information, then we update the relative 
     // positioning (which caused this method to get driven in the
     // first place. Then we have to mark the object as NOT an
     // attachment. This is necessary in order to correctly save
     // and retrieve GroupPosition information for the attachment.
     // Then we save the asset back into the appropriate inventory
     // entry. Finally, we restore the object's attachment status.
     byte attachmentPoint = sog.GetAttachmentPoint();
     sog.UpdateGroupPosition(pos);
     sog.RootPart.IsAttachment = false;
     sog.AbsolutePosition = sog.RootPart.AttachedPos;
     UpdateKnownItem(client, sog, sog.GetFromItemID(), sog.OwnerID);
     sog.SetAttachmentPoint(attachmentPoint);
 }
Esempio n. 4
0
        public void updateKnownAsset(IClientAPI remoteClient, SceneObjectGroup grp, UUID assetID, UUID agentID)
        {
            SceneObjectGroup objectGroup = grp;
            if (objectGroup != null)
            {
                if (!grp.HasGroupChanged)
                {
                    m_log.InfoFormat("[ATTACHMENT]: Save request for {0} which is unchanged", grp.UUID);
                    return;
                }

                m_log.InfoFormat(
                    "[ATTACHMENT]: Updating asset for attachment {0}, attachpoint {1}",
                    grp.UUID, grp.GetAttachmentPoint());

                string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(objectGroup);

                CachedUserInfo userInfo =
                    CommsManager.UserProfileCacheService.GetUserDetails(agentID);
                if (userInfo != null && userInfo.RootFolder != null)
                {
                    Queue<InventoryFolderImpl> searchfolders = new Queue<InventoryFolderImpl>();
                    searchfolders.Enqueue(userInfo.RootFolder);

                    UUID foundFolder = UUID.Zero;
                    InventoryItemBase item = null;

                    // search through folders to find the asset.
                    while (searchfolders.Count > 0)
                    {
                        InventoryFolderImpl fld = searchfolders.Dequeue();
                        lock (fld)
                        {
                            if (fld != null)
                            {
                                if (fld.Items.ContainsKey(assetID))
                                {
                                    item = fld.Items[assetID];
                                    foundFolder = fld.ID;
                                    searchfolders.Clear();
                                    break;
                                }
                                else
                                {
                                    foreach (InventoryFolderImpl subfld in fld.RequestListOfFolderImpls())
                                    {
                                        searchfolders.Enqueue(subfld);
                                    }
                                }
                            }
                        }
                    }

                    if (foundFolder != UUID.Zero && item != null)
                    {
                        AssetBase asset = CreateAsset(
                            objectGroup.GetPartName(objectGroup.LocalId),
                            objectGroup.GetPartDescription(objectGroup.LocalId),
                            (sbyte)AssetType.Object,
                            Utils.StringToBytes(sceneObjectXml));
                        AssetService.Store(asset);

                        item.AssetID = asset.FullID;
                        item.Description = asset.Description;
                        item.Name = asset.Name;
                        item.AssetType = asset.Type;
                        item.InvType = (int)InventoryType.Object;
                        item.Folder = foundFolder;

                        userInfo.UpdateItem(item);

                        // this gets called when the agent loggs off!
                        if (remoteClient != null)
                        {
                            remoteClient.SendInventoryItemCreateUpdate(item, 0);
                        }
                    }
                }
            }
        }
Esempio n. 5
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="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, SceneObjectGroup group,
            int AttachmentPt, InventoryItemBase item)
        {
            //Make sure that we arn't over the limit of attachments
            SceneObjectGroup[] 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();
            if(!m_allowMultipleAttachments)
                AttachmentPt &= 0x7f; //Disable it!

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

                //Check state afterwards... use the newer GetSavedAttachmentPoint and Pos above first
                if ((AttachmentPt & 0x7f) == 0)
                {
                    // Check object for older stored attachment point
                    AttachmentPt = group.RootPart.Shape.State;
                    //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 & 0x7f) == 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
            ScenePresence presence = m_scene.GetScenePresence(remoteClient.AgentId);
            if (presence == null)
                return;
            UUID itemID = UUID.Zero;
            //Check for multiple attachment bits
            //If the numbers are the same, it wants to have the old attachment taken off
            if ((AttachmentPt & 0x7f) == AttachmentPt) 
            {
                foreach (SceneObjectGroup grp in attachments)
                {
                    if (grp.GetAttachmentPoint() == (byte)AttachmentPt)
                    {
                        itemID = grp.GetFromItemID();
                        break;
                    }
                }
                if (itemID != UUID.Zero)
                    DetachSingleAttachmentToInventory(itemID, remoteClient);
            }
            itemID = group.GetFromItemID();

            group.RootPart.AttachedAvatar = presence.UUID;

            //Anakin Lohner bug #3839 
            SceneObjectPart[] parts = group.Parts;
            for (int i = 0; i < parts.Length; i++)
                parts[i].AttachedAvatar = presence.UUID;

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

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

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

            AvatarAttachments attPlugin = presence.RequestModuleInterface<AvatarAttachments>();
            if (attPlugin != null)
                attPlugin.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 (SceneObjectPart part in group.ChildrenList)
                {
                    part.CreateSelected = true;
                }
            }
            //Kill the previous entity so that it will be selected
            SendKillEntity(group.RootPart);

            //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<SceneObjectGroup> groups = new List<SceneObjectGroup>(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, 4, 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(item.ID);

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

            //Now recreate it so that it is selected
            group.ScheduleGroupUpdate(PrimUpdateFlags.FullUpdate);

            // In case it is later dropped again, don't let
            // it get cleaned up
            group.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
            group.HasGroupChanged = false;

            m_scene.EventManager.TriggerOnAttach(localID, group.GetFromItemID(), remoteClient.AgentId);
        }
Esempio n. 6
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 public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
 {
     // First we save the
     // attachment point information, then we update the relative 
     // positioning. Then we have to mark the object as NOT an
     // attachment. This is necessary in order to correctly save
     // and retrieve GroupPosition information for the attachment.
     // Finally, we restore the object's attachment status.
     byte attachmentPoint = sog.GetAttachmentPoint();
     sog.UpdateGroupPosition(pos);
     sog.RootPart.IsAttachment = false;
     sog.AbsolutePosition = sog.RootPart.AttachedPos;
     sog.SetAttachmentPoint(attachmentPoint);                                       
     sog.HasGroupChanged = true;            
 }