Get attachment script state before taking sp.AttachmentsSyncLock() to avoid race conditions between closing agents and scripts that may be doing attachment manipulation.

This is in an effort to resolve http://opensimulator.org/mantis/view.php?id=6557
user_profiles
Justin Clark-Casey (justincc) 2013-03-05 23:47:36 +00:00
parent fa9f4ef1ba
commit ccd6f443e1
1 changed files with 163 additions and 142 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); // 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) lock (sp.AttachmentsSyncLock)
{ {
foreach (SceneObjectGroup so in sp.GetAttachments()) foreach (SceneObjectGroup so in attachments)
{ UpdateDetachedObject(sp, so, scriptStates[so]);
UpdateDetachedObject(sp, so);
}
sp.ClearAttachments(); sp.ClearAttachments();
} }
@ -285,32 +300,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
{ {
lock (sp.AttachmentsSyncLock)
{
// 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) if (group.GetSittingAvatarsCount() != 0)
{ {
// m_log.WarnFormat( // m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", // "[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()); // group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
return false; return false;
} }
if (sp.GetAttachments(attachmentPt).Contains(group)) if (sp.GetAttachments(attachmentPt).Contains(group))
{ {
// m_log.WarnFormat( // m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
// group.Name, group.LocalId, sp.Name, AttachmentPt); // group.Name, group.LocalId, sp.Name, AttachmentPt);
return false; return false;
} }
// Remove any previous attachments
List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
string existingAttachmentScriptState = null;
// At the moment we can only deal with a single attachment
if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInv(sp, group);
lock (sp.AttachmentsSyncLock)
{
Vector3 attachPos = group.AbsolutePosition; Vector3 attachPos = group.AbsolutePosition;
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
// be removed when that functionality is implemented in opensim // be removed when that functionality is implemented in opensim
attachmentPt &= 0x7f; attachmentPt &= 0x7f;
@ -322,14 +345,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
{ {
attachPos = Vector3.Zero; attachPos = Vector3.Zero;
} }
// AttachmentPt 0 means the client chose to 'wear' the attachment. // AttachmentPt 0 means the client chose to 'wear' the attachment.
if (attachmentPt == 0) if (attachmentPt == 0)
{ {
// Check object for stored attachment point // Check object for stored attachment point
attachmentPt = group.AttachmentPoint; attachmentPt = group.AttachmentPoint;
} }
// if we still didn't find a suitable attachment point....... // if we still didn't find a suitable attachment point.......
if (attachmentPt == 0) if (attachmentPt == 0)
{ {
@ -337,13 +360,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
attachmentPt = (uint)AttachmentPoint.LeftHand; attachmentPt = (uint)AttachmentPoint.LeftHand;
attachPos = Vector3.Zero; attachPos = Vector3.Zero;
} }
group.AttachmentPoint = attachmentPt; group.AttachmentPoint = attachmentPt;
group.AbsolutePosition = attachPos; group.AbsolutePosition = attachPos;
if (sp.PresenceType != PresenceType.Npc) if (sp.PresenceType != PresenceType.Npc)
UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp);
AttachToAgent(sp, group, attachmentPt, attachPos, silent); AttachToAgent(sp, group, attachmentPt, attachPos, silent);
} }
@ -352,21 +375,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp) private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
{ {
// Remove any previous attachments
List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
// At the moment we can only deal with a single attachment
if (attachments.Count != 0)
{
if (attachments[0].FromItemID != UUID.Zero)
DetachSingleAttachmentToInvInternal(sp, attachments[0]);
// Error logging commented because UUID.Zero now means temp attachment
// else
// m_log.WarnFormat(
// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!",
// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
}
// Add the new attachment to inventory if we don't already have it. // Add the new attachment to inventory if we don't already have it.
if (!temp) if (!temp)
{ {
@ -426,12 +434,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return; return;
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
foreach (KeyValuePair<UUID, uint> rez in rezlist)
{ {
foreach (KeyValuePair<UUID, uint> rez in rezlist) RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
{
RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
}
} }
} }
@ -511,25 +517,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
{ {
if (so.AttachedAvatar != sp.UUID)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
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) lock (sp.AttachmentsSyncLock)
{ {
// Save avatar attachment information // Save avatar attachment information
// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
if (so.AttachedAvatar != sp.UUID)
{
m_log.WarnFormat(
"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
return;
}
bool changed = sp.Appearance.DetachAttachment(so.FromItemID); bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
if (changed && m_scene.AvatarFactory != null) if (changed && m_scene.AvatarFactory != null)
m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
DetachSingleAttachmentToInvInternal(sp, so); sp.RemoveAttachment(so);
UpdateDetachedObject(sp, so, scriptedState);
} }
} }
@ -739,8 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return newItem; 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 (StringWriter sw = new StringWriter())
{ {
using (XmlTextWriter writer = new XmlTextWriter(sw)) using (XmlTextWriter writer = new XmlTextWriter(sw))
@ -752,7 +785,7 @@ 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 // Don't save attachments for HG visitors, it
// messes up their inventory. When a HG visitor logs // messes up their inventory. When a HG visitor logs
@ -765,11 +798,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
&& (m_scene.UserManagementModule == null && (m_scene.UserManagementModule == null
|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); || 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 // Remove the object from the scene so no more updates
// are sent. Doing this before the below changes will ensure // are sent. Doing this before the below changes will ensure
// updates can't cause "HUD artefacts" // updates can't cause "HUD artefacts"
@ -793,91 +821,87 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
so.RemoveScriptInstances(true); 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);
}
private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
{ {
if (m_invAccessModule == null) if (m_invAccessModule == null)
return null; return null;
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
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) lock (sp.AttachmentsSyncLock)
{ {
SceneObjectGroup objatt;
if (itemID != UUID.Zero)
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
else
objatt = m_invAccessModule.RezObject(sp.ControllingClient,
null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
false, false, sp.UUID, true);
if (objatt != null)
{
// m_log.DebugFormat( // m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
// objatt.Name, sp.Name, attachmentPt, m_scene.Name); // objatt.Name, sp.Name, attachmentPt, m_scene.Name);
// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
objatt.HasGroupChanged = false; objatt.HasGroupChanged = false;
bool tainted = false; bool tainted = false;
if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
tainted = true; tainted = true;
// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
// course of events. If not, then it's probably not worth trying to recover the situation // course of events. If not, then it's probably not worth trying to recover the situation
// since this is more likely to trigger further exceptions and confuse later debugging. If // since this is more likely to trigger further exceptions and confuse later debugging. If
// exceptions can be thrown in expected error conditions (not NREs) then make this consistent // exceptions can be thrown in expected error conditions (not NREs) then make this consistent
// since other normal error conditions will simply return false instead. // since other normal error conditions will simply return false instead.
// This will throw if the attachment fails // This will throw if the attachment fails
try try
{
AttachObjectInternal(sp, objatt, attachmentPt, false, false);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
// Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
else
{ {
m_log.WarnFormat( AttachObjectInternal(sp, objatt, attachmentPt, false, false);
"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
itemID, sp.Name, attachmentPt);
} }
} catch (Exception e)
{
m_log.ErrorFormat(
"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
return null; // Make sure the object doesn't stick around and bail
sp.RemoveAttachment(objatt);
m_scene.DeleteSceneObject(objatt, false);
return null;
}
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
// 4 == AttachedRez
objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
objatt.ResumeScripts();
// Do this last so that event listeners have access to all the effects of the attachment
m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
return objatt;
}
} }
/// <summary> /// <summary>
@ -1027,17 +1051,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
if (sp != null) if (sp != null)
{ {
lock (sp.AttachmentsSyncLock) List<SceneObjectGroup> attachments = sp.GetAttachments();
foreach (SceneObjectGroup group in attachments)
{ {
List<SceneObjectGroup> attachments = sp.GetAttachments(); if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
foreach (SceneObjectGroup group in attachments)
{ {
if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) DetachSingleAttachmentToInv(sp, group);
{ return;
DetachSingleAttachmentToInv(sp, group);
return;
}
} }
} }
} }
@ -1055,4 +1076,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
#endregion #endregion
} }
} }