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@@ -143,6 +143,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void SaveChangedAttachments(IScenePresence sp)
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{
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+// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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+
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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{
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if (grp.HasGroupChanged) // Resizer scripts?
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@@ -242,9 +244,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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{
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lock (sp.AttachmentsSyncLock)
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{
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- // m_log.DebugFormat(
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- // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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- // group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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+// m_log.DebugFormat(
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+// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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+// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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@@ -365,6 +367,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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+// m_log.DebugFormat(
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+// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}",
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+// (AttachmentPoint)AttachmentPt, itemID, sp.Name);
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+
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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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@@ -485,6 +491,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void DetachObject(uint objectLocalID, IClientAPI remoteClient)
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{
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+// m_log.DebugFormat(
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+// "[ATTACHMENTS MODULE]: DetachObject() for object {0} on {1}", objectLocalID, remoteClient.Name);
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+
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SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
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if (group != null)
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{
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@@ -588,6 +597,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// To LocalId or UUID, *THAT* is the question. How now Brown UUID??
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private void DetachSingleAttachmentToInv(UUID itemID, IScenePresence sp)
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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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+
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if (itemID == UUID.Zero) // If this happened, someone made a mistake....
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return;
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