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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using System.IO;
- using System.Threading;
- using System.Xml;
- using log4net;
- using Mono.Addins;
- using Nini.Config;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Framework.Scenes.Serialization;
- namespace OpenSim.Region.CoreModules.Avatar.Attachments
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "AttachmentsModule")]
- public class AttachmentsModule : IAttachmentsModule, INonSharedRegionModule
- {
- #region INonSharedRegionModule
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public int DebugLevel { get; set; }
- /// <summary>
- /// Period to sleep per 100 prims in order to avoid CPU spikes when an avatar with many attachments logs in/changes
- /// outfit or many avatars with a medium levels of attachments login/change outfit simultaneously.
- /// </summary>
- /// <remarks>
- /// A value of 0 will apply no pause. The pause is specified in milliseconds.
- /// </remarks>
- public int ThrottlePer100PrimsRezzed { get; set; }
-
- private Scene m_scene;
- private IInventoryAccessModule m_invAccessModule;
- /// <summary>
- /// Are attachments enabled?
- /// </summary>
- public bool Enabled { get; private set; }
-
- public string Name { get { return "Attachments Module"; } }
- public Type ReplaceableInterface { get { return null; } }
- public void Initialise(IConfigSource source)
- {
- IConfig config = source.Configs["Attachments"];
- if (config != null)
- {
- Enabled = config.GetBoolean("Enabled", true);
- ThrottlePer100PrimsRezzed = config.GetInt("ThrottlePer100PrimsRezzed", 0);
- }
- else
- {
- Enabled = true;
- }
- }
-
- public void AddRegion(Scene scene)
- {
- m_scene = scene;
- if (Enabled)
- {
- // Only register module with scene if it is enabled. All callers check for a null attachments module.
- // Ideally, there should be a null attachments module for when this core attachments module has been
- // disabled. Registering only when enabled allows for other attachments module implementations.
- m_scene.RegisterModuleInterface<IAttachmentsModule>(this);
- m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
- m_scene.EventManager.OnStartScript += (localID, itemID) => HandleScriptStateChange(localID, true);
- m_scene.EventManager.OnStopScript += (localID, itemID) => HandleScriptStateChange(localID, false);
- MainConsole.Instance.Commands.AddCommand(
- "Debug",
- false,
- "debug attachments log",
- "debug attachments log [0|1]",
- "Turn on attachments debug logging",
- " <= 0 - turns off debug logging\n"
- + " >= 1 - turns on attachment message debug logging",
- HandleDebugAttachmentsLog);
- MainConsole.Instance.Commands.AddCommand(
- "Debug",
- false,
- "debug attachments throttle",
- "debug attachments throttle <ms>",
- "Turn on attachments throttling.",
- "This requires a millisecond value. " +
- " == 0 - disable throttling.\n"
- + " > 0 - sleeps for this number of milliseconds per 100 prims rezzed.",
- HandleDebugAttachmentsThrottle);
- MainConsole.Instance.Commands.AddCommand(
- "Debug",
- false,
- "debug attachments status",
- "debug attachments status",
- "Show current attachments debug status",
- HandleDebugAttachmentsStatus);
- }
- // TODO: Should probably be subscribing to CloseClient too, but this doesn't yet give us IClientAPI
- }
- private void HandleDebugAttachmentsLog(string module, string[] args)
- {
- int debugLevel;
- if (!(args.Length == 4 && int.TryParse(args[3], out debugLevel)))
- {
- MainConsole.Instance.OutputFormat("Usage: debug attachments log [0|1]");
- }
- else
- {
- DebugLevel = debugLevel;
- MainConsole.Instance.OutputFormat(
- "Set event queue debug level to {0} in {1}", DebugLevel, m_scene.Name);
- }
- }
- private void HandleDebugAttachmentsThrottle(string module, string[] args)
- {
- int ms;
- if (args.Length == 4 && int.TryParse(args[3], out ms))
- {
- ThrottlePer100PrimsRezzed = ms;
- MainConsole.Instance.OutputFormat(
- "Attachments rez throttle per 100 prims is now {0} in {1}", ThrottlePer100PrimsRezzed, m_scene.Name);
- return;
- }
- MainConsole.Instance.OutputFormat("Usage: debug attachments throttle <ms>");
- }
- private void HandleDebugAttachmentsStatus(string module, string[] args)
- {
- MainConsole.Instance.OutputFormat("Settings for {0}", m_scene.Name);
- MainConsole.Instance.OutputFormat("Debug logging level: {0}", DebugLevel);
- MainConsole.Instance.OutputFormat("Throttle per 100 prims: {0}ms", ThrottlePer100PrimsRezzed);
- }
- /// <summary>
- /// Listen for client triggered running state changes so that we can persist the script's object if necessary.
- /// </summary>
- /// <param name='localID'></param>
- /// <param name='itemID'></param>
- private void HandleScriptStateChange(uint localID, bool started)
- {
- SceneObjectGroup sog = m_scene.GetGroupByPrim(localID);
- if (sog != null && sog.IsAttachment)
- {
- if (!started)
- {
- // FIXME: This is a convoluted way for working out whether the script state has changed to stop
- // because it has been manually stopped or because the stop was called in UpdateDetachedObject() below
- // This needs to be handled in a less tangled way.
- ScenePresence sp = m_scene.GetScenePresence(sog.AttachedAvatar);
- if (sp.ControllingClient.IsActive)
- sog.HasGroupChanged = true;
- }
- else
- {
- sog.HasGroupChanged = true;
- }
- }
- }
-
- public void RemoveRegion(Scene scene)
- {
- m_scene.UnregisterModuleInterface<IAttachmentsModule>(this);
- if (Enabled)
- m_scene.EventManager.OnNewClient -= SubscribeToClientEvents;
- }
-
- public void RegionLoaded(Scene scene)
- {
- m_invAccessModule = m_scene.RequestModuleInterface<IInventoryAccessModule>();
- }
-
- public void Close()
- {
- RemoveRegion(m_scene);
- }
- #endregion
- #region IAttachmentsModule
- public void CopyAttachments(IScenePresence sp, AgentData ad)
- {
- lock (sp.AttachmentsSyncLock)
- {
- // Attachment objects
- List<SceneObjectGroup> attachments = sp.GetAttachments();
- if (attachments.Count > 0)
- {
- ad.AttachmentObjects = new List<ISceneObject>();
- ad.AttachmentObjectStates = new List<string>();
- // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
- sp.InTransitScriptStates.Clear();
- foreach (SceneObjectGroup sog in attachments)
- {
- // We need to make a copy and pass that copy
- // because of transfers withn the same sim
- ISceneObject clone = sog.CloneForNewScene();
- // Attachment module assumes that GroupPosition holds the offsets...!
- ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
- ((SceneObjectGroup)clone).IsAttachment = false;
- ad.AttachmentObjects.Add(clone);
- string state = sog.GetStateSnapshot();
- ad.AttachmentObjectStates.Add(state);
- sp.InTransitScriptStates.Add(state);
- // Let's remove the scripts of the original object here
- sog.RemoveScriptInstances(true);
- }
- }
- }
- }
- public void CopyAttachments(AgentData ad, IScenePresence sp)
- {
- if (ad.AttachmentObjects != null && ad.AttachmentObjects.Count > 0)
- {
- lock (sp.AttachmentsSyncLock)
- sp.ClearAttachments();
- int i = 0;
- foreach (ISceneObject so in ad.AttachmentObjects)
- {
- ((SceneObjectGroup)so).LocalId = 0;
- ((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
- so.SetState(ad.AttachmentObjectStates[i++], m_scene);
- m_scene.IncomingCreateObject(Vector3.Zero, so);
- }
- }
- }
- public void RezAttachments(IScenePresence sp)
- {
- if (!Enabled)
- return;
- if (null == sp.Appearance)
- {
- m_log.WarnFormat("[ATTACHMENTS MODULE]: Appearance has not been initialized for agent {0}", sp.UUID);
- return;
- }
- if (sp.GetAttachments().Count > 0)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Not doing simulator-side attachment rez for {0} in {1} as their viewer has already rezzed attachments",
- m_scene.Name, sp.Name);
- return;
- }
- if (DebugLevel > 0)
- m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0} from simulator-side", sp.Name);
- List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
- foreach (AvatarAttachment attach in attachments)
- {
- uint attachmentPt = (uint)attach.AttachPoint;
- // m_log.DebugFormat(
- // "[ATTACHMENTS MODULE]: Doing initial rez of attachment with itemID {0}, assetID {1}, point {2} for {3} in {4}",
- // attach.ItemID, attach.AssetID, p, sp.Name, m_scene.RegionInfo.RegionName);
- // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
- // But they're not used anyway, the item is being looked up for now, so let's proceed.
- //if (UUID.Zero == assetID)
- //{
- // m_log.DebugFormat("[ATTACHMENT]: Cannot rez attachment in point {0} with itemID {1}", p, itemID);
- // continue;
- //}
- try
- {
- // If we're an NPC then skip all the item checks and manipulations since we don't have an
- // inventory right now.
- RezSingleAttachmentFromInventoryInternal(
- sp, sp.PresenceType == PresenceType.Npc ? UUID.Zero : attach.ItemID, attach.AssetID, attachmentPt, true);
- }
- catch (Exception e)
- {
- UUID agentId = (sp.ControllingClient == null) ? (UUID)null : sp.ControllingClient.AgentId;
- m_log.ErrorFormat("[ATTACHMENTS MODULE]: Unable to rez attachment with itemID {0}, assetID {1}, point {2} for {3}: {4}\n{5}",
- attach.ItemID, attach.AssetID, attachmentPt, agentId, e.Message, e.StackTrace);
- }
- }
- }
- public void DeRezAttachments(IScenePresence sp)
- {
- if (!Enabled)
- return;
- if (DebugLevel > 0)
- m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
- List<SceneObjectGroup> attachments = sp.GetAttachments();
- if (attachments.Count <= 0)
- return;
- Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
- foreach (SceneObjectGroup so in attachments)
- {
- // Scripts MUST be snapshotted before the object is
- // removed from the scene because doing otherwise will
- // clobber the run flag
- // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
- // scripts performing attachment operations at the same time. Getting object states stops the scripts.
- scriptStates[so] = PrepareScriptInstanceForSave(so, false);
- }
- lock (sp.AttachmentsSyncLock)
- {
- foreach (SceneObjectGroup so in attachments)
- UpdateDetachedObject(sp, so, scriptStates[so]);
-
- sp.ClearAttachments();
- }
- }
- public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
- {
- if (!Enabled)
- return;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
- m_scene.RegionInfo.RegionName, sp.Name, silent);
- foreach (SceneObjectGroup sop in sp.GetAttachments())
- {
- sop.Scene.DeleteSceneObject(sop, silent);
- }
- sp.ClearAttachments();
- }
-
- public bool AttachObject(
- IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool append)
- {
- if (!Enabled)
- return false;
- return AttachObjectInternal(sp, group, attachmentPt, silent, addToInventory, false, append);
- }
- /// <summary>
- /// Internal method which actually does all the work for attaching an object.
- /// </summary>
- /// <returns>The object attached.</returns>
- /// <param name='sp'></param>
- /// <param name='group'>The object to attach.</param>
- /// <param name='attachmentPt'></param>
- /// <param name='silent'></param>
- /// <param name='addToInventory'>If true then add object to user inventory.</param>
- /// <param name='resumeScripts'>If true then scripts are resumed on the attached object.</param>
- /// <param name='append'>Append to attachment point rather than replace.</param>
- private bool AttachObjectInternal(
- IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool addToInventory, bool resumeScripts, bool append)
- {
- if (group.GetSittingAvatarsCount() != 0)
- {
- if (DebugLevel > 0)
- m_log.WarnFormat(
- "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
- group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
- return false;
- }
- Vector3 attachPos = group.AbsolutePosition;
- // 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 != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint)
- {
- attachPos = Vector3.Zero;
- }
- // AttachmentPt 0 means the client chose to 'wear' the attachment.
- if (attachmentPt == (uint)AttachmentPoint.Default)
- {
- // Check object for stored attachment point
- attachmentPt = group.AttachmentPoint;
- }
- // if we still didn't find a suitable attachment point.......
- if (attachmentPt == 0)
- {
- // Stick it on left hand with Zero Offset from the attachment point.
- attachmentPt = (uint)AttachmentPoint.LeftHand;
- attachPos = Vector3.Zero;
- }
- group.AttachmentPoint = attachmentPt;
- group.AbsolutePosition = attachPos;
- List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
- if (attachments.Contains(group))
- {
- if (DebugLevel > 0)
- m_log.WarnFormat(
- "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
- group.Name, group.LocalId, sp.Name, attachmentPt);
- return false;
- }
- // If we already have 5, remove the oldest until only 4 are left. Skip over temp ones
- while (attachments.Count >= 5)
- {
- if (attachments[0].FromItemID != UUID.Zero)
- DetachSingleAttachmentToInv(sp, attachments[0]);
- attachments.RemoveAt(0);
- }
- // If we're not appending, remove the rest as well
- if (attachments.Count != 0 && !append)
- {
- foreach (SceneObjectGroup g in attachments)
- {
- if (g.FromItemID != UUID.Zero)
- DetachSingleAttachmentToInv(sp, g);
- }
- }
- lock (sp.AttachmentsSyncLock)
- {
- if (addToInventory && sp.PresenceType != PresenceType.Npc)
- UpdateUserInventoryWithAttachment(sp, group, attachmentPt, append);
-
- AttachToAgent(sp, group, attachmentPt, attachPos, silent);
- if (resumeScripts)
- {
- // Fire after attach, so we don't get messy perms dialogs
- // 4 == AttachedRez
- group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
- group.ResumeScripts();
- }
- // Do this last so that event listeners have access to all the effects of the attachment
- m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID);
- }
- return true;
- }
- private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool append)
- {
- // Add the new attachment to inventory if we don't already have it.
- UUID newAttachmentItemID = group.FromItemID;
- if (newAttachmentItemID == UUID.Zero)
- newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID;
- ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group, append);
- }
- public SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
- {
- if (!Enabled)
- return null;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}",
- (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name);
- // We check the attachments in the avatar appearance here rather than the objects attached to the
- // ScenePresence itself so that we can ignore calls by viewer 2/3 to attach objects on startup. We are
- // already doing this in ScenePresence.MakeRootAgent(). Simulator-side attaching needs to be done
- // because pre-outfit folder viewers (most version 1 viewers) require it.
- bool alreadyOn = false;
- List<AvatarAttachment> existingAttachments = sp.Appearance.GetAttachments();
- foreach (AvatarAttachment existingAttachment in existingAttachments)
- {
- if (existingAttachment.ItemID == itemID)
- {
- alreadyOn = true;
- break;
- }
- }
- if (alreadyOn)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Ignoring request by {0} to wear item {1} at {2} since it is already worn",
- sp.Name, itemID, AttachmentPt);
- return null;
- }
- bool append = (AttachmentPt & 0x80) != 0;
- AttachmentPt &= 0x7f;
- return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, append);
- }
- public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
- {
- if (!Enabled)
- return;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Rezzing {0} attachments from inventory for {1} in {2}",
- rezlist.Count, sp.Name, m_scene.Name);
- foreach (KeyValuePair<UUID, uint> rez in rezlist)
- {
- RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
- }
- }
- public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
- {
- DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity);
- }
- public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot)
- {
- if (!Enabled)
- return;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: DetachSingleAttachmentToGround() for {0}, object {1}",
- sp.UUID, soLocalId);
- SceneObjectGroup so = m_scene.GetGroupByPrim(soLocalId);
- if (so == null)
- return;
- if (so.AttachedAvatar != sp.UUID)
- return;
- UUID inventoryID = so.FromItemID;
- // As per Linden spec, drop is disabled for temp attachs
- if (inventoryID == UUID.Zero)
- return;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}",
- so.Name, so.LocalId, inventoryID);
- lock (sp.AttachmentsSyncLock)
- {
- if (!m_scene.Permissions.CanRezObject(
- so.PrimCount, sp.UUID, sp.AbsolutePosition))
- return;
- bool changed = false;
- if (inventoryID != UUID.Zero)
- changed = sp.Appearance.DetachAttachment(inventoryID);
- if (changed && m_scene.AvatarFactory != null)
- m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
- sp.RemoveAttachment(so);
- so.FromItemID = UUID.Zero;
- SceneObjectPart rootPart = so.RootPart;
- so.AbsolutePosition = absolutePos;
- if (absoluteRot != Quaternion.Identity)
- {
- so.UpdateGroupRotationR(absoluteRot);
- }
- so.AttachedAvatar = UUID.Zero;
- rootPart.SetParentLocalId(0);
- so.ClearPartAttachmentData();
- rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
- so.HasGroupChanged = true;
- rootPart.Rezzed = DateTime.Now;
- rootPart.RemFlag(PrimFlags.TemporaryOnRez);
- so.AttachToBackup();
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- rootPart.ScheduleFullUpdate();
- rootPart.ClearUndoState();
- List<UUID> uuids = new List<UUID>();
- uuids.Add(inventoryID);
- m_scene.InventoryService.DeleteItems(sp.UUID, uuids);
- sp.ControllingClient.SendRemoveInventoryItem(inventoryID);
- }
- m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
- }
- public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
- {
- if (so.AttachedAvatar != sp.UUID)
- {
- m_log.WarnFormat(
- "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
- so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
- return;
- }
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Detaching object {0} {1} (FromItemID {2}) for {3} in {4}",
- so.Name, so.LocalId, so.FromItemID, sp.Name, m_scene.Name);
- // Scripts MUST be snapshotted before the object is
- // removed from the scene because doing otherwise will
- // clobber the run flag
- // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
- // scripts performing attachment operations at the same time. Getting object states stops the scripts.
- string scriptedState = PrepareScriptInstanceForSave(so, true);
- lock (sp.AttachmentsSyncLock)
- {
- // Save avatar attachment information
- // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
- bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
- if (changed && m_scene.AvatarFactory != null)
- m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
- sp.RemoveAttachment(so);
- UpdateDetachedObject(sp, so, scriptedState);
- }
- }
-
- public void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos)
- {
- if (!Enabled)
- return;
- sog.UpdateGroupPosition(pos);
- sog.HasGroupChanged = true;
- }
- #endregion
- #region AttachmentModule private methods
- // This is public but is not part of the IAttachmentsModule interface.
- // RegionCombiner module needs to poke at it to deliver client events.
- // This breaks the encapsulation of the module and should get fixed somehow.
- public void SubscribeToClientEvents(IClientAPI client)
- {
- client.OnRezSingleAttachmentFromInv += Client_OnRezSingleAttachmentFromInv;
- client.OnRezMultipleAttachmentsFromInv += Client_OnRezMultipleAttachmentsFromInv;
- client.OnObjectAttach += Client_OnObjectAttach;
- client.OnObjectDetach += Client_OnObjectDetach;
- client.OnDetachAttachmentIntoInv += Client_OnDetachAttachmentIntoInv;
- client.OnObjectDrop += Client_OnObjectDrop;
- }
- // This is public but is not part of the IAttachmentsModule interface.
- // RegionCombiner module needs to poke at it to deliver client events.
- // This breaks the encapsulation of the module and should get fixed somehow.
- public void UnsubscribeFromClientEvents(IClientAPI client)
- {
- client.OnRezSingleAttachmentFromInv -= Client_OnRezSingleAttachmentFromInv;
- client.OnRezMultipleAttachmentsFromInv -= Client_OnRezMultipleAttachmentsFromInv;
- client.OnObjectAttach -= Client_OnObjectAttach;
- client.OnObjectDetach -= Client_OnObjectDetach;
- client.OnDetachAttachmentIntoInv -= Client_OnDetachAttachmentIntoInv;
- client.OnObjectDrop -= Client_OnObjectDrop;
- }
- /// <summary>
- /// Update the attachment asset for the new sog details if they have changed.
- /// </summary>
- /// <remarks>
- /// This is essential for preserving attachment attributes such as permission. Unlike normal scene objects,
- /// these details are not stored on the region.
- /// </remarks>
- /// <param name="sp"></param>
- /// <param name="grp"></param>
- /// <param name="saveAllScripted"></param>
- private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState)
- {
- if (grp.FromItemID == UUID.Zero)
- {
- // We can't save temp attachments
- grp.HasGroupChanged = false;
- return;
- }
- // Saving attachments for NPCs messes them up for the real owner!
- INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
- if (module != null)
- {
- if (module.IsNPC(sp.UUID, m_scene))
- return;
- }
- if (grp.HasGroupChanged)
- {
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
- grp.UUID, grp.AttachmentPoint);
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, scriptedState);
- InventoryItemBase item = new InventoryItemBase(grp.FromItemID, sp.UUID);
- 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),
- sp.UUID);
- 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);
- // If the name of the object has been changed whilst attached then we want to update the inventory
- // item in the viewer.
- if (sp.ControllingClient != null)
- sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
- }
- grp.HasGroupChanged = false; // Prevent it being saved over and over
- }
- else if (DebugLevel > 0)
- {
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Don't need to update asset for unchanged attachment {0}, attachpoint {1}",
- grp.UUID, grp.AttachmentPoint);
- }
- }
- /// <summary>
- /// Attach this scene object to the given avatar.
- /// </summary>
- /// <remarks>
- /// This isn't publicly available since attachments should always perform the corresponding inventory
- /// operation (to show the attach in user inventory and update the asset with positional information).
- /// </remarks>
- /// <param name="sp"></param>
- /// <param name="so"></param>
- /// <param name="attachmentpoint"></param>
- /// <param name="attachOffset"></param>
- /// <param name="silent"></param>
- private void AttachToAgent(
- IScenePresence sp, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}",
- so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos);
- so.DetachFromBackup();
- // Remove from database and parcel prim count
- m_scene.DeleteFromStorage(so.UUID);
- m_scene.EventManager.TriggerParcelPrimCountTainted();
- so.AttachedAvatar = sp.UUID;
- if (so.RootPart.PhysActor != null)
- so.RootPart.RemoveFromPhysics();
- so.AbsolutePosition = attachOffset;
- so.RootPart.AttachedPos = attachOffset;
- so.IsAttachment = true;
- so.RootPart.SetParentLocalId(sp.LocalId);
- so.AttachmentPoint = attachmentpoint;
- sp.AddAttachment(so);
- if (!silent)
- {
- if (so.HasPrivateAttachmentPoint)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}",
- so.Name, sp.Name, so.AttachmentPoint);
- // As this scene object can now only be seen by the attaching avatar, tell everybody else in the
- // scene that it's no longer in their awareness.
- m_scene.ForEachClient(
- client =>
- { if (client.AgentId != so.AttachedAvatar)
- client.SendKillObject(new List<uint>() { so.LocalId });
- });
- }
- // Fudge below is an extremely unhelpful comment. It's probably here so that the scheduled full update
- // will succeed, as that will not update if an attachment is selected.
- so.IsSelected = false; // fudge....
- so.ScheduleGroupForFullUpdate();
- }
- // In case it is later dropped again, don't let
- // it get cleaned up
- so.RootPart.RemFlag(PrimFlags.TemporaryOnRez);
- }
- /// <summary>
- /// Add a scene object as a new attachment in the user inventory.
- /// </summary>
- /// <param name="remoteClient"></param>
- /// <param name="grp"></param>
- /// <returns>The user inventory item created that holds the attachment.</returns>
- private InventoryItemBase AddSceneObjectAsNewAttachmentInInv(IScenePresence sp, SceneObjectGroup grp)
- {
- if (m_invAccessModule == null)
- return null;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
- grp.Name, grp.LocalId, sp.Name);
- InventoryItemBase newItem
- = m_invAccessModule.CopyToInventory(
- DeRezAction.TakeCopy,
- m_scene.InventoryService.GetFolderForType(sp.UUID, AssetType.Object).ID,
- new List<SceneObjectGroup> { grp },
- sp.ControllingClient, true)[0];
- // sets itemID so client can show item as 'attached' in inventory
- grp.FromItemID = newItem.ID;
- return newItem;
- }
- /// <summary>
- /// Prepares the script instance for save.
- /// </summary>
- /// <remarks>
- /// This involves triggering the detach event and getting the script state (which also stops the script)
- /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
- /// running script is performing attachment operations.
- /// </remarks>
- /// <returns>
- /// The script state ready for persistence.
- /// </returns>
- /// <param name='grp'>
- /// </param>
- /// <param name='fireDetachEvent'>
- /// If true, then fire the script event before we save its state.
- /// </param>
- private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
- {
- if (fireDetachEvent)
- m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
- using (StringWriter sw = new StringWriter())
- {
- using (XmlTextWriter writer = new XmlTextWriter(sw))
- {
- grp.SaveScriptedState(writer);
- }
- return sw.ToString();
- }
- }
- private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
- {
- // Don't save attachments for HG visitors, it
- // messes up their inventory. When a HG visitor logs
- // out on a foreign grid, their attachments will be
- // reloaded in the state they were in when they left
- // the home grid. This is best anyway as the visited
- // grid may use an incompatible script engine.
- bool saveChanged
- = sp.PresenceType != PresenceType.Npc
- && (m_scene.UserManagementModule == null
- || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
- // Remove the object from the scene so no more updates
- // are sent. Doing this before the below changes will ensure
- // updates can't cause "HUD artefacts"
- m_scene.DeleteSceneObject(so, false, false);
- // Prepare sog for storage
- so.AttachedAvatar = UUID.Zero;
- so.RootPart.SetParentLocalId(0);
- so.IsAttachment = false;
- if (saveChanged)
- {
- // We cannot use AbsolutePosition here because that would
- // attempt to cross the prim as it is detached
- so.ForEachPart(x => { x.GroupPosition = so.RootPart.AttachedPos; });
- UpdateKnownItem(sp, so, scriptedState);
- }
- // Now, remove the scripts
- so.RemoveScriptInstances(true);
- }
- protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
- IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
- {
- if (m_invAccessModule == null)
- return null;
- SceneObjectGroup objatt;
- if (itemID != UUID.Zero)
- objatt = m_invAccessModule.RezObject(sp.ControllingClient,
- itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
- false, false, sp.UUID, true);
- else
- objatt = m_invAccessModule.RezObject(sp.ControllingClient,
- null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
- false, false, sp.UUID, true);
- if (objatt == null)
- {
- m_log.WarnFormat(
- "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
- itemID, sp.Name, attachmentPt);
- return null;
- }
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Rezzed single object {0} with {1} prims for attachment to {2} on point {3} in {4}",
- objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
- // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
- objatt.HasGroupChanged = false;
- bool tainted = false;
- if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
- tainted = true;
- // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
- // course of events. If not, then it's probably not worth trying to recover the situation
- // since this is more likely to trigger further exceptions and confuse later debugging. If
- // exceptions can be thrown in expected error conditions (not NREs) then make this consistent
- // since other normal error conditions will simply return false instead.
- // This will throw if the attachment fails
- try
- {
- AttachObjectInternal(sp, objatt, attachmentPt, false, true, true, append);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
- objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
- // Make sure the object doesn't stick around and bail
- sp.RemoveAttachment(objatt);
- m_scene.DeleteSceneObject(objatt, false);
- return null;
- }
- if (tainted)
- objatt.HasGroupChanged = true;
- if (ThrottlePer100PrimsRezzed > 0)
- {
- int throttleMs = (int)Math.Round((float)objatt.PrimCount / 100 * ThrottlePer100PrimsRezzed);
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Throttling by {0}ms after rez of {1} with {2} prims for attachment to {3} on point {4} in {5}",
- throttleMs, objatt.Name, objatt.PrimCount, sp.Name, attachmentPt, m_scene.Name);
- Thread.Sleep(throttleMs);
- }
- return objatt;
- }
- /// <summary>
- /// Update the user inventory to reflect an attachment
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="AttachmentPt"></param>
- /// <param name="itemID"></param>
- /// <param name="att"></param>
- private void ShowAttachInUserInventory(IScenePresence sp, uint AttachmentPt, UUID itemID, SceneObjectGroup att, bool append)
- {
- // m_log.DebugFormat(
- // "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}",
- // att.Name, sp.Name, AttachmentPt, itemID);
- if (UUID.Zero == itemID)
- {
- m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error inventory item ID.");
- return;
- }
- if (0 == AttachmentPt)
- {
- m_log.Error("[ATTACHMENTS MODULE]: Unable to save attachment. Error attachment point.");
- return;
- }
- InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID);
- item = m_scene.InventoryService.GetItem(item);
- if (item == null)
- return;
- int attFlag = append ? 0x80 : 0;
- bool changed = sp.Appearance.SetAttachment((int)AttachmentPt | attFlag, itemID, item.AssetID);
- if (changed && m_scene.AvatarFactory != null)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Queueing appearance save for {0}, attachment {1} point {2} in ShowAttachInUserInventory()",
- sp.Name, att.Name, AttachmentPt);
- m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
- }
- }
- #endregion
- #region Client Event Handlers
- private ISceneEntity Client_OnRezSingleAttachmentFromInv(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
- {
- if (!Enabled)
- return null;
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
- (AttachmentPoint)AttachmentPt, itemID, remoteClient.Name);
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- if (sp == null)
- {
- m_log.ErrorFormat(
- "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezSingleAttachmentFromInventory()",
- remoteClient.Name, remoteClient.AgentId);
- return null;
- }
- return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
- }
- private void Client_OnRezMultipleAttachmentsFromInv(IClientAPI remoteClient, List<KeyValuePair<UUID, uint>> rezlist)
- {
- if (!Enabled)
- return;
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- if (sp != null)
- RezMultipleAttachmentsFromInventory(sp, rezlist);
- else
- m_log.ErrorFormat(
- "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
- remoteClient.Name, remoteClient.AgentId);
- }
- private void Client_OnObjectAttach(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
- {
- if (DebugLevel > 0)
- m_log.DebugFormat(
- "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
- objectLocalID, remoteClient.Name, AttachmentPt, silent);
- if (!Enabled)
- return;
- try
- {
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- if (sp == null)
- {
- m_log.ErrorFormat(
- "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1}", remoteClient.Name, remoteClient.AgentId);
- return;
- }
- // If we can't take it, we can't attach it!
- SceneObjectPart part = m_scene.GetSceneObjectPart(objectLocalID);
- if (part == null)
- return;
- if (!m_scene.Permissions.CanTakeObject(part.UUID, remoteClient.AgentId))
- {
- remoteClient.SendAgentAlertMessage(
- "You don't have sufficient permissions to attach this object", false);
- return;
- }
- bool append = (AttachmentPt & 0x80) != 0;
- AttachmentPt &= 0x7f;
- // Calls attach with a Zero position
- if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true, append))
- {
- if (DebugLevel > 0)
- m_log.Debug(
- "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
- + ", AttachmentPoint: " + AttachmentPt);
- // Save avatar attachment information
- m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId);
- }
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[ATTACHMENTS MODULE]: exception upon Attach Object {0}{1}", e.Message, e.StackTrace);
- }
- }
- private void Client_OnObjectDetach(uint objectLocalID, IClientAPI remoteClient)
- {
- if (!Enabled)
- return;
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID);
- if (sp != null && group != null && group.FromItemID != UUID.Zero)
- DetachSingleAttachmentToInv(sp, group);
- }
- private void Client_OnDetachAttachmentIntoInv(UUID itemID, IClientAPI remoteClient)
- {
- if (!Enabled)
- return;
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- if (sp != null)
- {
- List<SceneObjectGroup> attachments = sp.GetAttachments();
- foreach (SceneObjectGroup group in attachments)
- {
- if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
- {
- DetachSingleAttachmentToInv(sp, group);
- return;
- }
- }
- }
- }
- private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
- {
- if (!Enabled)
- return;
- ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
- if (sp != null)
- DetachSingleAttachmentToGround(sp, soLocalId);
- }
- #endregion
- }
- }
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