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.0.7.4.1
parent
1a2ab7bc69
commit
2eaa6d5ace
OpenSim
Region
CoreModules/Avatar/Attachments
Framework/Scenes
Tests/Common/Helpers
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@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (group.GetSittingAvatarsCount() != 0)
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
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// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// TestHelpers.DisableLogging();
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}
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/// <summary>
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/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
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/// </summary>
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[Test]
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public void TestAddSatOnAttachmentFromGround()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
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ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
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// Put avatar within 10m of the prim so that sit doesn't fail.
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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[Test]
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public void TestAddAttachmentFromInventory()
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{
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@ -3401,6 +3401,20 @@ namespace OpenSim.Region.Framework.Scenes
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return count;
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}
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/// <summary>
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/// Gets the number of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public int GetSittingAvatarsCount()
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{
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int count = 0;
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Array.ForEach<SceneObjectPart>(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
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return count;
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}
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public override string ToString()
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{
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return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
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@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes
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private uint _category;
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private Int32 _creationDate;
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private uint _parentID = 0;
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private UUID m_sitTargetAvatar = UUID.Zero;
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private uint _baseMask = (uint)PermissionMask.All;
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private uint _ownerMask = (uint)PermissionMask.All;
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private uint _groupMask = (uint)PermissionMask.None;
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@ -1233,13 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
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/// 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
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/// </summary>
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public UUID SitTargetAvatar
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{
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get { return m_sitTargetAvatar; }
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set { m_sitTargetAvatar = value; }
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}
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public UUID SitTargetAvatar { get; set; }
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/// <summary>
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/// IDs of all avatars start on this object part.
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/// </summary>
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/// <remarks>
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/// We need to track this so that we can stop sat upon prims from being attached.
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/// </remarks>
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/// <value>
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/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
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/// </value>
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private HashSet<UUID> m_sittingAvatars;
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public virtual UUID RegionID
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{
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@ -4493,5 +4499,83 @@ namespace OpenSim.Region.Framework.Scenes
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Color color = Color;
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return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
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}
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/// <summary>
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/// Record an avatar sitting on this part.
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/// </summary>
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/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>
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/// true if the avatar was not already recorded, false otherwise.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool AddSittingAvatar(UUID avatarId)
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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if (sittingAvatars == null)
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sittingAvatars = new HashSet<UUID>();
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lock (sittingAvatars)
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{
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m_sittingAvatars = sittingAvatars;
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return m_sittingAvatars.Add(avatarId);
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}
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}
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/// <summary>
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/// Remove an avatar recorded as sitting on this part.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns>
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/// true if the avatar was present and removed, false if it was not present.
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/// </returns>
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/// <param name='avatarId'></param>
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protected internal bool RemoveSittingAvatar(UUID avatarId)
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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// This can occur under a race condition where another thread
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if (sittingAvatars == null)
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return false;
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lock (sittingAvatars)
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{
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if (sittingAvatars.Remove(avatarId))
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{
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if (sittingAvatars.Count == 0)
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m_sittingAvatars = null;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Get a copy of the list of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public HashSet<UUID> GetSittingAvatars()
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{
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return new HashSet<UUID>(m_sittingAvatars);
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}
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/// <summary>
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/// Gets the number of sitting avatars.
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/// </summary>
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/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
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/// <returns></returns>
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public int GetSittingAvatarsCount()
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{
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HashSet<UUID> sittingAvatars = m_sittingAvatars;
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if (sittingAvatars == null)
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return 0;
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lock (sittingAvatars)
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return sittingAvatars.Count;
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}
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}
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}
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@ -577,6 +577,12 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public uint ParentID { get; set; }
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/// <summary>
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/// Are we sitting on an object?
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/// </summary>
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/// <remarks>A more readable way of testing presence sit status than ParentID == 0</remarks>
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public bool IsSatOnObject { get { return ParentID != 0; } }
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/// <summary>
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/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
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/// </summary>
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@ -1808,6 +1814,8 @@ namespace OpenSim.Region.Framework.Scenes
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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if (part != null)
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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@ -1887,7 +1895,7 @@ namespace OpenSim.Region.Framework.Scenes
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)
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));
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// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
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m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
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if (PhysicsActor != null)
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m_sitAvatarHeight = PhysicsActor.Size.Z;
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@ -1920,6 +1928,12 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
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canSit = true;
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
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// Name, part.Name, part.LocalId);
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// }
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}
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if (canSit)
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@ -1930,6 +1944,8 @@ namespace OpenSim.Region.Framework.Scenes
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RemoveFromPhysicalScene();
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}
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part.AddSittingAvatar(UUID);
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cameraAtOffset = part.GetCameraAtOffset();
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cameraEyeOffset = part.GetCameraEyeOffset();
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forceMouselook = part.GetForceMouselook();
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@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
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/// <returns></returns>
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public static AgentCircuitData GenerateAgentData(UUID agentId)
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{
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string firstName = "testfirstname";
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AgentCircuitData acd = GenerateCommonAgentData();
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AgentCircuitData agentData = new AgentCircuitData();
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agentData.AgentID = agentId;
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agentData.firstname = firstName;
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agentData.lastname = "testlastname";
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acd.AgentID = agentId;
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acd.firstname = "testfirstname";
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acd.lastname = "testlastname";
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acd.ServiceURLs = new Dictionary<string, object>();
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return acd;
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}
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/// <summary>
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/// Generate some standard agent connection data.
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/// </summary>
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/// <param name="agentId"></param>
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/// <returns></returns>
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public static AgentCircuitData GenerateAgentData(UserAccount ua)
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{
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AgentCircuitData acd = GenerateCommonAgentData();
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acd.AgentID = ua.PrincipalID;
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acd.firstname = ua.FirstName;
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acd.lastname = ua.LastName;
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acd.ServiceURLs = ua.ServiceURLs;
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return acd;
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}
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private static AgentCircuitData GenerateCommonAgentData()
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{
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AgentCircuitData acd = new AgentCircuitData();
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// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
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agentData.SessionID = UUID.Random();
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agentData.SecureSessionID = UUID.Random();
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acd.SessionID = UUID.Random();
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acd.SecureSessionID = UUID.Random();
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agentData.circuitcode = 123;
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agentData.BaseFolder = UUID.Zero;
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agentData.InventoryFolder = UUID.Zero;
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agentData.startpos = Vector3.Zero;
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agentData.CapsPath = "http://wibble.com";
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agentData.ServiceURLs = new Dictionary<string, object>();
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agentData.Appearance = new AvatarAppearance();
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acd.circuitcode = 123;
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acd.BaseFolder = UUID.Zero;
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acd.InventoryFolder = UUID.Zero;
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acd.startpos = Vector3.Zero;
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acd.CapsPath = "http://wibble.com";
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acd.Appearance = new AvatarAppearance();
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return agentData;
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return acd;
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}
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/// <summary>
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/// <remarks>
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/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
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/// and teleport doesn't take place.
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///
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/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
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/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <summary>
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/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
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/// </summary>
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/// <remarks>
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/// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
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/// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
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/// </remarks>
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/// <param name="scene"></param>
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/// <param name="agentId"></param>
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/// <param name="sceneManager"></param>
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return AddScenePresence(scene, GenerateAgentData(agentId), sceneManager);
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="ua"></param>
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/// <returns></returns>
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public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
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{
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return AddScenePresence(scene, GenerateAgentData(ua));
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}
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/// <summary>
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/// Add a root agent.
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/// </summary>
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CreateUserWithInventory(scene, ua, pw);
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return ua;
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}
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public static UserAccount CreateUserWithInventory(
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Scene scene, string firstName, string lastName, int userId, string pw)
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{
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UserAccount ua
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= new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName };
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CreateUserWithInventory(scene, ua, pw);
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return ua;
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}
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public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
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{
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Reference in New Issue