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OpenSimulator Internals/Walkthroughs/Avatar Change Outfit
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== 6. Attachments Changed (if outfit includes attachment changes) == OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs If the outfit change includes adding or removing attachments, the viewer sends separate RezSingleAttachmentFromInv / DetachAttachmentIntoInv packets independently of the appearance packets above. Adding an attachment: # Client_OnRezSingleAttachmentFromInv() fires. # RezSingleAttachmentFromInventory() checks not already worn. # RezSingleAttachmentFromInventoryInternal() calls IInventoryAccessModule.RezObject() -- fetches asset, deserialises SOG, adds to scene. # AttachObjectInternal() attaches to avatar, displaces any existing attachment at same point (if WearReplacesAll=true). # UpdateUserInventoryWithAttachment() updates inventory item to reflect attachment point. # ShowAttachInUserInventory() calls sp.Appearance.SetAttachment() and QueueAppearanceSave(). # Scripts created and started (CreateScriptInstances, ResumeScripts). # TriggerOnAttach() fires. Removing an attachment: # Client_OnDetachAttachmentIntoInv() fires. # DetachSingleAttachmentToInv() called -- see [[OpenSimulator Internals/Code Map/AttachmentsModule]]. # Script state snapshotted, object removed from scene, asset and inventory item updated. ; DB writes (per attachment change): * assets -- INSERT: updated attachment object asset (serialised XML) * inventoryitems -- UPDATE: new assetID, attach point ----
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