Do not allow a script to attach a prim if its being sat upon.
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar. This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar. Recording HashSet is null if there are no sitting avatars in order to save memory.0.7.3-extended
parent
74b4efd7f9
commit
2b3098f011
|
@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
|
// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
|
||||||
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
|
// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
|
||||||
|
|
||||||
|
if (group.GetSittingAvatarsCount() != 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;
|
||||||
|
}
|
||||||
|
|
||||||
if (sp.GetAttachments(attachmentPt).Contains(group))
|
if (sp.GetAttachments(attachmentPt).Contains(group))
|
||||||
{
|
{
|
||||||
|
|
|
@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
|
|
||||||
Scene scene = CreateDefaultTestScene();
|
Scene scene = CreateDefaultTestScene();
|
||||||
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||||
|
|
||||||
string attName = "att";
|
string attName = "att";
|
||||||
|
|
||||||
|
@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
||||||
// TestHelpers.DisableLogging();
|
// TestHelpers.DisableLogging();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
|
||||||
|
/// </summary>
|
||||||
|
[Test]
|
||||||
|
public void TestAddSatOnAttachmentFromGround()
|
||||||
|
{
|
||||||
|
TestHelpers.InMethod();
|
||||||
|
// TestHelpers.EnableLogging();
|
||||||
|
|
||||||
|
Scene scene = CreateDefaultTestScene();
|
||||||
|
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
|
||||||
|
ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
|
||||||
|
|
||||||
|
string attName = "att";
|
||||||
|
|
||||||
|
SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
|
||||||
|
|
||||||
|
UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
|
||||||
|
ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
|
||||||
|
|
||||||
|
// Put avatar within 10m of the prim so that sit doesn't fail.
|
||||||
|
sp2.AbsolutePosition = new Vector3(0, 0, 0);
|
||||||
|
sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
|
||||||
|
|
||||||
|
scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
|
||||||
|
|
||||||
|
Assert.That(sp.HasAttachments(), Is.False);
|
||||||
|
Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
|
||||||
|
}
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
public void TestAddAttachmentFromInventory()
|
public void TestAddAttachmentFromInventory()
|
||||||
{
|
{
|
||||||
|
|
|
@ -3319,7 +3319,21 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
for (int i = 0; i < parts.Length; i++)
|
for (int i = 0; i < parts.Length; i++)
|
||||||
parts[i].TriggerScriptChangedEvent(val);
|
parts[i].TriggerScriptChangedEvent(val);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the number of sitting avatars.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
||||||
|
/// <returns></returns>
|
||||||
|
public int GetSittingAvatarsCount()
|
||||||
|
{
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
|
||||||
|
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
public override string ToString()
|
public override string ToString()
|
||||||
{
|
{
|
||||||
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
|
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
|
||||||
|
|
|
@ -371,7 +371,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
private uint _category;
|
private uint _category;
|
||||||
private Int32 _creationDate;
|
private Int32 _creationDate;
|
||||||
private uint _parentID = 0;
|
private uint _parentID = 0;
|
||||||
private UUID m_sitTargetAvatar = UUID.Zero;
|
|
||||||
private uint _baseMask = (uint)PermissionMask.All;
|
private uint _baseMask = (uint)PermissionMask.All;
|
||||||
private uint _ownerMask = (uint)PermissionMask.All;
|
private uint _ownerMask = (uint)PermissionMask.All;
|
||||||
private uint _groupMask = (uint)PermissionMask.None;
|
private uint _groupMask = (uint)PermissionMask.None;
|
||||||
|
@ -1211,13 +1210,20 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
|
/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public UUID SitTargetAvatar
|
public UUID SitTargetAvatar { get; set; }
|
||||||
{
|
|
||||||
get { return m_sitTargetAvatar; }
|
/// <summary>
|
||||||
set { m_sitTargetAvatar = value; }
|
/// IDs of all avatars start on this object part.
|
||||||
}
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// We need to track this so that we can stop sat upon prims from being attached.
|
||||||
|
/// </remarks>
|
||||||
|
/// <value>
|
||||||
|
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
|
||||||
|
/// </value>
|
||||||
|
private HashSet<UUID> m_sittingAvatars;
|
||||||
|
|
||||||
public virtual UUID RegionID
|
public virtual UUID RegionID
|
||||||
{
|
{
|
||||||
|
@ -4803,5 +4809,83 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
Color color = Color;
|
Color color = Color;
|
||||||
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
|
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Record an avatar sitting on this part.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
|
||||||
|
/// <returns>
|
||||||
|
/// true if the avatar was not already recorded, false otherwise.
|
||||||
|
/// </returns>
|
||||||
|
/// <param name='avatarId'></param>
|
||||||
|
protected internal bool AddSittingAvatar(UUID avatarId)
|
||||||
|
{
|
||||||
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
||||||
|
|
||||||
|
if (sittingAvatars == null)
|
||||||
|
sittingAvatars = new HashSet<UUID>();
|
||||||
|
|
||||||
|
lock (sittingAvatars)
|
||||||
|
{
|
||||||
|
m_sittingAvatars = sittingAvatars;
|
||||||
|
return m_sittingAvatars.Add(avatarId);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Remove an avatar recorded as sitting on this part.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
||||||
|
/// <returns>
|
||||||
|
/// true if the avatar was present and removed, false if it was not present.
|
||||||
|
/// </returns>
|
||||||
|
/// <param name='avatarId'></param>
|
||||||
|
protected internal bool RemoveSittingAvatar(UUID avatarId)
|
||||||
|
{
|
||||||
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
||||||
|
|
||||||
|
// This can occur under a race condition where another thread
|
||||||
|
if (sittingAvatars == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
lock (sittingAvatars)
|
||||||
|
{
|
||||||
|
if (sittingAvatars.Remove(avatarId))
|
||||||
|
{
|
||||||
|
if (sittingAvatars.Count == 0)
|
||||||
|
m_sittingAvatars = null;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Get a copy of the list of sitting avatars.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
||||||
|
/// <returns></returns>
|
||||||
|
public HashSet<UUID> GetSittingAvatars()
|
||||||
|
{
|
||||||
|
return new HashSet<UUID>(m_sittingAvatars);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the number of sitting avatars.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
|
||||||
|
/// <returns></returns>
|
||||||
|
public int GetSittingAvatarsCount()
|
||||||
|
{
|
||||||
|
HashSet<UUID> sittingAvatars = m_sittingAvatars;
|
||||||
|
|
||||||
|
if (sittingAvatars == null)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
lock (sittingAvatars)
|
||||||
|
return sittingAvatars.Count;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -496,7 +496,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
{
|
{
|
||||||
if (PhysicsActor != null && m_parentID == 0)
|
if (PhysicsActor != null && ParentID == 0)
|
||||||
{
|
{
|
||||||
m_pos = PhysicsActor.Position;
|
m_pos = PhysicsActor.Position;
|
||||||
|
|
||||||
|
@ -633,12 +633,24 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
public bool IsChildAgent { get; set; }
|
public bool IsChildAgent { get; set; }
|
||||||
|
|
||||||
public uint ParentID
|
/// <summary>
|
||||||
{
|
/// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
|
||||||
get { return m_parentID; }
|
/// </summary>
|
||||||
set { m_parentID = value; }
|
public uint ParentID { get; set; }
|
||||||
}
|
|
||||||
private uint m_parentID;
|
/// <summary>
|
||||||
|
/// Are we sitting on an object?
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>A more readable way of testing presence sit status than ParentID == 0</remarks>
|
||||||
|
public bool IsSatOnObject { get { return ParentID != 0; } }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// If you use this property then you must take a reference since another thread could set it to null.
|
||||||
|
/// </remarks>
|
||||||
|
public SceneObjectPart ParentPart { get; set; }
|
||||||
|
|
||||||
public float Health
|
public float Health
|
||||||
{
|
{
|
||||||
|
@ -1867,6 +1879,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
SendAvatarDataToAllAgents();
|
SendAvatarDataToAllAgents();
|
||||||
m_requestedSitTargetID = 0;
|
m_requestedSitTargetID = 0;
|
||||||
|
|
||||||
|
part.RemoveSittingAvatar(UUID);
|
||||||
|
|
||||||
if (part != null)
|
if (part != null)
|
||||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||||
}
|
}
|
||||||
|
@ -1946,7 +1960,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
)
|
)
|
||||||
));
|
));
|
||||||
|
|
||||||
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
|
m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
|
||||||
|
|
||||||
if (PhysicsActor != null)
|
if (PhysicsActor != null)
|
||||||
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
m_sitAvatarHeight = PhysicsActor.Size.Z;
|
||||||
|
@ -1979,6 +1993,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
|
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
|
||||||
canSit = true;
|
canSit = true;
|
||||||
}
|
}
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// m_log.DebugFormat(
|
||||||
|
// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
|
||||||
|
// Name, part.Name, part.LocalId);
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
if (canSit)
|
if (canSit)
|
||||||
|
@ -1989,6 +2009,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
RemoveFromPhysicalScene();
|
RemoveFromPhysicalScene();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
part.AddSittingAvatar(UUID);
|
||||||
|
|
||||||
cameraAtOffset = part.GetCameraAtOffset();
|
cameraAtOffset = part.GetCameraAtOffset();
|
||||||
cameraEyeOffset = part.GetCameraEyeOffset();
|
cameraEyeOffset = part.GetCameraEyeOffset();
|
||||||
forceMouselook = part.GetForceMouselook();
|
forceMouselook = part.GetForceMouselook();
|
||||||
|
|
|
@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public static AgentCircuitData GenerateAgentData(UUID agentId)
|
public static AgentCircuitData GenerateAgentData(UUID agentId)
|
||||||
{
|
{
|
||||||
string firstName = "testfirstname";
|
AgentCircuitData acd = GenerateCommonAgentData();
|
||||||
|
|
||||||
AgentCircuitData agentData = new AgentCircuitData();
|
acd.AgentID = agentId;
|
||||||
agentData.AgentID = agentId;
|
acd.firstname = "testfirstname";
|
||||||
agentData.firstname = firstName;
|
acd.lastname = "testlastname";
|
||||||
agentData.lastname = "testlastname";
|
acd.ServiceURLs = new Dictionary<string, object>();
|
||||||
|
|
||||||
|
return acd;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generate some standard agent connection data.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="agentId"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static AgentCircuitData GenerateAgentData(UserAccount ua)
|
||||||
|
{
|
||||||
|
AgentCircuitData acd = GenerateCommonAgentData();
|
||||||
|
|
||||||
|
acd.AgentID = ua.PrincipalID;
|
||||||
|
acd.firstname = ua.FirstName;
|
||||||
|
acd.lastname = ua.LastName;
|
||||||
|
acd.ServiceURLs = ua.ServiceURLs;
|
||||||
|
|
||||||
|
return acd;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static AgentCircuitData GenerateCommonAgentData()
|
||||||
|
{
|
||||||
|
AgentCircuitData acd = new AgentCircuitData();
|
||||||
|
|
||||||
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
|
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
|
||||||
agentData.SessionID = UUID.Random();
|
acd.SessionID = UUID.Random();
|
||||||
agentData.SecureSessionID = UUID.Random();
|
acd.SecureSessionID = UUID.Random();
|
||||||
|
|
||||||
agentData.circuitcode = 123;
|
acd.circuitcode = 123;
|
||||||
agentData.BaseFolder = UUID.Zero;
|
acd.BaseFolder = UUID.Zero;
|
||||||
agentData.InventoryFolder = UUID.Zero;
|
acd.InventoryFolder = UUID.Zero;
|
||||||
agentData.startpos = Vector3.Zero;
|
acd.startpos = Vector3.Zero;
|
||||||
agentData.CapsPath = "http://wibble.com";
|
acd.CapsPath = "http://wibble.com";
|
||||||
agentData.ServiceURLs = new Dictionary<string, object>();
|
acd.Appearance = new AvatarAppearance();
|
||||||
agentData.Appearance = new AvatarAppearance();
|
|
||||||
|
|
||||||
return agentData;
|
return acd;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -440,6 +463,9 @@ namespace OpenSim.Tests.Common
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
|
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
|
||||||
/// and teleport doesn't take place.
|
/// and teleport doesn't take place.
|
||||||
|
///
|
||||||
|
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
|
||||||
|
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
/// <param name="scene"></param>
|
/// <param name="scene"></param>
|
||||||
/// <param name="agentId"></param>
|
/// <param name="agentId"></param>
|
||||||
|
@ -452,6 +478,10 @@ namespace OpenSim.Tests.Common
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
|
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
|
||||||
|
/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
|
||||||
|
/// </remarks>
|
||||||
/// <param name="scene"></param>
|
/// <param name="scene"></param>
|
||||||
/// <param name="agentId"></param>
|
/// <param name="agentId"></param>
|
||||||
/// <param name="sceneManager"></param>
|
/// <param name="sceneManager"></param>
|
||||||
|
@ -461,6 +491,17 @@ namespace OpenSim.Tests.Common
|
||||||
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
|
return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Add a root agent.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="scene"></param>
|
||||||
|
/// <param name="ua"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
|
||||||
|
{
|
||||||
|
return AddScenePresence(scene, GenerateAgentData(ua));
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Add a root agent.
|
/// Add a root agent.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -138,6 +138,15 @@ namespace OpenSim.Tests.Common
|
||||||
CreateUserWithInventory(scene, ua, pw);
|
CreateUserWithInventory(scene, ua, pw);
|
||||||
return ua;
|
return ua;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static UserAccount CreateUserWithInventory(
|
||||||
|
Scene scene, string firstName, string lastName, int userId, string pw)
|
||||||
|
{
|
||||||
|
UserAccount ua
|
||||||
|
= new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName };
|
||||||
|
CreateUserWithInventory(scene, ua, pw);
|
||||||
|
return ua;
|
||||||
|
}
|
||||||
|
|
||||||
public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
|
public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue