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C# IScenePresence.RemoveAttachment方法代码示例

本文整理汇总了C#中IScenePresence.RemoveAttachment方法的典型用法代码示例。如果您正苦于以下问题:C# IScenePresence.RemoveAttachment方法的具体用法?C# IScenePresence.RemoveAttachment怎么用?C# IScenePresence.RemoveAttachment使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IScenePresence的用法示例。


在下文中一共展示了IScenePresence.RemoveAttachment方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: RezSingleAttachmentFromInventoryInternal

        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;
            }
            else if (itemID == UUID.Zero)
            {
                // We need to have a FromItemID for multiple attachments on a single attach point to appear.  This is 
                // true on Singularity 1.8.5 and quite possibly other viewers as well.  As NPCs don't have an inventory
                // we will satisfy this requirement by inserting a random UUID.
                objatt.FromItemID = UUID.Random();
            }

            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;
        }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:83,代码来源:AttachmentsModule.cs

示例2: DetachSingleAttachmentToGround

        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;
                so.RootPart.Shape.LastAttachPoint = (byte)so.AttachmentPoint;
                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);
        }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:71,代码来源:AttachmentsModule.cs

示例3: DetachSingleAttachmentToInv

        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);
            }
        }
开发者ID:BogusCurry,项目名称:arribasim-dev,代码行数:36,代码来源:AttachmentsModule.cs

示例4: DetachSingleAttachmentToInvInternal

        private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
        {
            //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);

            m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
            sp.RemoveAttachment(so);

            UpdateDetachedObject(sp, so);
        }
开发者ID:p07r0457,项目名称:opensim,代码行数:9,代码来源:AttachmentsModule.cs

示例5: RezSingleAttachmentFromInventoryInternal

        private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
            IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
        {
            if (m_invAccessModule == null)
                return null;

            lock (sp.AttachmentsSyncLock)
            {
                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.DebugFormat(
//                        "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
//                        objatt.Name, 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, false);
                    }
                    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;

                    // Fire after attach, so we don't get messy perms dialogs
                    // 4 == AttachedRez
                    objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
                    objatt.ResumeScripts();

                    // Do this last so that event listeners have access to all the effects of the attachment
                    m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);

                    return objatt;
                }
                else
                {
                    m_log.WarnFormat(
                        "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
                        itemID, sp.Name, attachmentPt);
                }
            }

            return null;
        }
开发者ID:p07r0457,项目名称:opensim,代码行数:76,代码来源:AttachmentsModule.cs

示例6: RezSingleAttachmentFromInventoryInternal

        private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
            IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
        {
            IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
            if (invAccess != null)
            {
                lock (sp.AttachmentsSyncLock)
                {
                    SceneObjectGroup objatt;

                    if (itemID != UUID.Zero)
                        objatt = invAccess.RezObject(sp.ControllingClient,
                            itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
                            false, false, sp.UUID, true);
                    else
                        objatt = invAccess.RezObject(sp.ControllingClient,
                            null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
                            false, false, sp.UUID, true);

                    //                m_log.DebugFormat(
                    //                    "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
                    //                    objatt.Name, remoteClient.Name, AttachmentPt);

                    if (objatt != null)
                    {
                        // 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;

                        // This will throw if the attachment fails
                        try
                        {
                            AttachObject(sp, objatt, attachmentPt, false);
                        }
                        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;

                        // Fire after attach, so we don't get messy perms dialogs
                        // 4 == AttachedRez
                        objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
                        objatt.ResumeScripts();

                        // Do this last so that event listeners have access to all the effects of the attachment
                        m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);

                        return objatt;
                    }
                    else
                    {
                        m_log.WarnFormat(
                            "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
                            itemID, sp.Name, attachmentPt);
                    }
                }
            }

            return null;
        }
开发者ID:4U2NV,项目名称:opensim,代码行数:72,代码来源:AttachmentsModule.cs

示例7: DetachSingleAttachmentToInvInternal

        // What makes this method odd and unique is it tries to detach using an UUID....     Yay for standards.
        // To LocalId or UUID, *THAT* is the question. How now Brown UUID??
        private void DetachSingleAttachmentToInvInternal(IScenePresence sp, UUID itemID)
        {
            //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);

            if (itemID == UUID.Zero) // If this happened, someone made a mistake....
                return;

            // We can NOT use the dictionries here, as we are looking
            // for an entity by the fromAssetID, which is NOT the prim UUID
            EntityBase[] detachEntities = m_scene.GetEntities();
            SceneObjectGroup group;

            lock (sp.AttachmentsSyncLock)
            {
                foreach (EntityBase entity in detachEntities)
                {
                    if (entity is SceneObjectGroup)
                    {
                        group = (SceneObjectGroup)entity;
                        if (group.GetFromItemID() == itemID)
                        {
                            m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
                            sp.RemoveAttachment(group);

                            // Prepare sog for storage
                            group.AttachedAvatar = UUID.Zero;
                            group.RootPart.SetParentLocalId(0);
                            group.IsAttachment = false;
                            group.AbsolutePosition = group.RootPart.AttachedPos;

                            UpdateKnownItem(sp, group);
                            m_scene.DeleteSceneObject(group, false);

                            return;
                        }
                    }
                }
            }
        }
开发者ID:4U2NV,项目名称:opensim,代码行数:41,代码来源:AttachmentsModule.cs

示例8: RezSingleAttachmentFromInventoryInternal

        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} for attachment to {1} on point {2} in {3}",
                    objatt.Name, 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;

            return objatt;
        }
开发者ID:hippie-b,项目名称:opensim,代码行数:64,代码来源:AttachmentsModule.cs

示例9: DetachSingleAttachmentToInvInternal

        private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
        {
            //            m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);

            m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
            sp.RemoveAttachment(so);
            m_scene.DeleteSceneObject(so, false);

            // Prepare sog for storage
            so.AttachedAvatar = UUID.Zero;
            so.RootPart.SetParentLocalId(0);
            so.IsAttachment = false;
            so.AbsolutePosition = so.RootPart.AttachedPos;

            UpdateKnownItem(sp, so, true);
        }
开发者ID:JAllard,项目名称:opensim,代码行数:16,代码来源:AttachmentsModule.cs

示例10: DetachSingleAttachmentToGround

        public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
        {
            if (!Enabled)
                return;

//            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.GetFromItemID();

//            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 = sp.Appearance.DetachAttachment(inventoryID);
                if (changed && m_scene.AvatarFactory != null)
                    m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);

                sp.RemoveAttachment(so);

                SceneObjectPart rootPart = so.RootPart;
                rootPart.FromItemID = UUID.Zero;
                so.AbsolutePosition = sp.AbsolutePosition;
                so.AttachedAvatar = UUID.Zero;
                rootPart.SetParentLocalId(0);
                so.ClearPartAttachmentData();
                rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
                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);
        }
开发者ID:UbitUmarov,项目名称:Ubit-opensim,代码行数:58,代码来源:AttachmentsModule.cs


注:本文中的IScenePresence.RemoveAttachment方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。