Merge commit 'ccd6f443e1092cb410f565e921f7cf4dd8cd2dac' into newmultiattach

Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
user_profiles
Melanie 2013-03-18 23:21:01 +00:00
commit 0635d9d174
1 changed files with 169 additions and 141 deletions

View File

@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// 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 sp.GetAttachments())
{
UpdateDetachedObject(sp, so);
}
foreach (SceneObjectGroup so in attachments)
UpdateDetachedObject(sp, so, scriptStates[so]);
sp.ClearAttachments();
}
@ -285,8 +300,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp, bool append)
{
lock (sp.AttachmentsSyncLock)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
@ -300,17 +313,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return false;
}
if (sp.GetAttachments(attachmentPt).Contains(group))
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
if (attachments.Contains(group))
{
// 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);
// 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;
}
Vector3 attachPos = group.AbsolutePosition;
// 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)
{
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.
@ -350,24 +383,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// 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)
DetachSingleAttachmentToInvInternal(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)
DetachSingleAttachmentToInvInternal(sp, g);
}
}
// Add the new attachment to inventory if we don't already have it.
if (!temp)
{
@ -426,14 +441,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
{
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
}
}
public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId)
{
@ -511,11 +524,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
{
lock (sp.AttachmentsSyncLock)
{
// Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
if (so.AttachedAvatar != sp.UUID)
{
m_log.WarnFormat(
@ -525,11 +533,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return;
}
// 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);
DetachSingleAttachmentToInvInternal(sp, so);
sp.RemoveAttachment(so);
UpdateDetachedObject(sp, so, scriptedState);
}
}
@ -739,8 +760,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return newItem;
}
private string GetObjectScriptStates(SceneObjectGroup grp)
/// <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))
@ -752,7 +792,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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
@ -765,11 +805,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
&& (m_scene.UserManagementModule == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
// Scripts MUST be snapshotted before the object is
// removed from the scene because doing otherwise will
// clobber the run flag
string scriptedState = GetObjectScriptStates(so);
// 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"
@ -793,24 +828,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.RemoveScriptInstances(true);
}
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);
}
protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, bool append)
{
if (m_invAccessModule == null)
return null;
lock (sp.AttachmentsSyncLock)
{
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
@ -822,7 +845,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
if (objatt != null)
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;
}
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
string previousAttachmentScriptedState = null;
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
DetachSingleAttachmentToInv(sp, attachments[0]);
lock (sp.AttachmentsSyncLock)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
@ -869,15 +909,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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;
}
/// <summary>
@ -1034,8 +1065,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null)
{
lock (sp.AttachmentsSyncLock)
{
List<SceneObjectGroup> attachments = sp.GetAttachments();
@ -1049,7 +1078,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
}
}
private void Client_OnObjectDrop(uint soLocalId, IClientAPI remoteClient)
{