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
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@ -252,6 +252,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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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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// m_log.WarnFormat(
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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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@ -139,6 +139,15 @@ namespace OpenSim.Tests.Common
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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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// FIXME: This should really be set up by UserAccount itself
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Loading…
Reference in New Issue