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== DetachSingleAttachmentToInv() == Detach and save to inventory. # Calls PrepareScriptInstanceForSave() -- fires detach event, waits 30ms, snapshots script state. Must be done OUTSIDE AttachmentsSyncLock to avoid deadlock. # Under AttachmentsSyncLock: #* Calls sp.Appearance.DetachAttachment() -- updates appearance wearables. #* Calls AvatarFactory.QueueAppearanceSave(). #* Calls sp.RemoveAttachment(). #* Calls UpdateDetachedObject(). UpdateDetachedObject(): * Calls m_scene.DeleteSceneObject() -- removes from scene. * Clears attachment fields (AttachedAvatar, ParentLocalId, IsAttachment). * For local grid users (not HG visitors): calls UpdateKnownItem() -- serialises SOG to XML, updates asset and inventory item. * Calls so.RemoveScriptInstances() + so.Dispose(). UpdateKnownItem(): * Serialises SOG to XML via SceneObjectSerializer.ToOriginalXmlFormat() including script state. * Recalculates permissions from current prim permissions. * Creates new asset via m_scene.CreateAsset(). * Calls IInventoryAccessModule.UpdateInventoryItemAsset(). * Sends SendInventoryItemCreateUpdate() to client. ; DB writes (on detach): * assets -- INSERT: new serialised object asset * inventoryitems -- UPDATE: new assetID, permissions ----
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