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=6557user_profiles
parent
fa9f4ef1ba
commit
ccd6f443e1
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@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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if (attachments.Count <= 0)
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return;
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Dictionary<SceneObjectGroup, string> scriptStates = new Dictionary<SceneObjectGroup, string>();
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foreach (SceneObjectGroup so in attachments)
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{
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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scriptStates[so] = PrepareScriptInstanceForSave(so, false);
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}
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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UpdateDetachedObject(sp, so);
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}
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foreach (SceneObjectGroup so in attachments)
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UpdateDetachedObject(sp, so, scriptStates[so]);
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sp.ClearAttachments();
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}
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@ -285,30 +300,38 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp)
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{
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lock (sp.AttachmentsSyncLock)
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{
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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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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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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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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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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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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
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// group.Name, group.LocalId, sp.Name, AttachmentPt);
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return false;
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}
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return false;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> existingAttachments = sp.GetAttachments(attachmentPt);
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string existingAttachmentScriptState = null;
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// At the moment we can only deal with a single attachment
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if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInv(sp, group);
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lock (sp.AttachmentsSyncLock)
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{
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Vector3 attachPos = group.AbsolutePosition;
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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@ -352,21 +375,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp)
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{
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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{
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if (attachments[0].FromItemID != UUID.Zero)
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DetachSingleAttachmentToInvInternal(sp, attachments[0]);
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// Error logging commented because UUID.Zero now means temp attachment
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// else
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// m_log.WarnFormat(
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// "[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!",
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// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name);
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}
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// Add the new attachment to inventory if we don't already have it.
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if (!temp)
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{
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@ -426,12 +434,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name);
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lock (sp.AttachmentsSyncLock)
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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{
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foreach (KeyValuePair<UUID, uint> rez in rezlist)
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{
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RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
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}
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RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value);
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}
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}
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@ -511,25 +517,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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{
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if (so.AttachedAvatar != sp.UUID)
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
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so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
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return;
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}
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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// This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
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// scripts performing attachment operations at the same time. Getting object states stops the scripts.
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string scriptedState = PrepareScriptInstanceForSave(so, true);
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lock (sp.AttachmentsSyncLock)
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{
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// Save avatar attachment information
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// m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID);
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if (so.AttachedAvatar != sp.UUID)
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}",
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so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName);
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return;
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}
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bool changed = sp.Appearance.DetachAttachment(so.FromItemID);
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID);
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DetachSingleAttachmentToInvInternal(sp, so);
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sp.RemoveAttachment(so);
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UpdateDetachedObject(sp, so, scriptedState);
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}
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}
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@ -739,8 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return newItem;
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}
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private string GetObjectScriptStates(SceneObjectGroup grp)
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/// <summary>
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/// Prepares the script instance for save.
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/// </summary>
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/// <remarks>
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/// This involves triggering the detach event and getting the script state (which also stops the script)
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/// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a
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/// running script is performing attachment operations.
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/// </remarks>
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/// <returns>
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/// The script state ready for persistence.
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/// </returns>
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/// <param name='grp'>
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/// </param>
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/// <param name='fireDetachEvent'>
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/// If true, then fire the script event before we save its state.
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/// </param>
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private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent)
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{
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if (fireDetachEvent)
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m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero);
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using (StringWriter sw = new StringWriter())
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{
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using (XmlTextWriter writer = new XmlTextWriter(sw))
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@ -752,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so)
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private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState)
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{
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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@ -765,11 +798,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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&& (m_scene.UserManagementModule == null
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|| m_scene.UserManagementModule.IsLocalGridUser(sp.UUID));
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// Scripts MUST be snapshotted before the object is
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// removed from the scene because doing otherwise will
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// clobber the run flag
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string scriptedState = GetObjectScriptStates(so);
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// Remove the object from the scene so no more updates
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// are sent. Doing this before the below changes will ensure
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// updates can't cause "HUD artefacts"
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@ -793,91 +821,87 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.RemoveScriptInstances(true);
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}
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private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name);
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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UpdateDetachedObject(sp, so);
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt)
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{
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if (m_invAccessModule == null)
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return null;
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SceneObjectGroup objatt;
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if (itemID != UUID.Zero)
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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else
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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if (objatt == null)
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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itemID, sp.Name, attachmentPt);
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return null;
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}
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// Remove any previous attachments
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List<SceneObjectGroup> attachments = sp.GetAttachments(attachmentPt);
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string previousAttachmentScriptedState = null;
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// At the moment we can only deal with a single attachment
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if (attachments.Count != 0)
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DetachSingleAttachmentToInv(sp, attachments[0]);
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lock (sp.AttachmentsSyncLock)
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{
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SceneObjectGroup objatt;
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if (itemID != UUID.Zero)
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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else
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objatt = m_invAccessModule.RezObject(sp.ControllingClient,
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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false, false, sp.UUID, true);
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if (objatt != null)
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{
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}",
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// objatt.Name, sp.Name, attachmentPt, m_scene.Name);
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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tainted = true;
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// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
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// course of events. If not, then it's probably not worth trying to recover the situation
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// since this is more likely to trigger further exceptions and confuse later debugging. If
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// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
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// since other normal error conditions will simply return false instead.
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// This will throw if the attachment fails
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try
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{
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AttachObjectInternal(sp, objatt, attachmentPt, false, false);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
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objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
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// Make sure the object doesn't stick around and bail
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sp.RemoveAttachment(objatt);
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m_scene.DeleteSceneObject(objatt, false);
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return null;
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}
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if (tainted)
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objatt.HasGroupChanged = true;
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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objatt.ResumeScripts();
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// Do this last so that event listeners have access to all the effects of the attachment
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
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return objatt;
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}
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else
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// FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal
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// course of events. If not, then it's probably not worth trying to recover the situation
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// since this is more likely to trigger further exceptions and confuse later debugging. If
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// exceptions can be thrown in expected error conditions (not NREs) then make this consistent
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// since other normal error conditions will simply return false instead.
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// This will throw if the attachment fails
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try
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{
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m_log.WarnFormat(
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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itemID, sp.Name, attachmentPt);
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AttachObjectInternal(sp, objatt, attachmentPt, false, false);
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}
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}",
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objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace);
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return null;
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// Make sure the object doesn't stick around and bail
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sp.RemoveAttachment(objatt);
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m_scene.DeleteSceneObject(objatt, false);
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return null;
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}
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if (tainted)
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objatt.HasGroupChanged = true;
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// Fire after attach, so we don't get messy perms dialogs
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// 4 == AttachedRez
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objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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objatt.ResumeScripts();
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// Do this last so that event listeners have access to all the effects of the attachment
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
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return objatt;
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}
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}
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/// <summary>
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@ -1027,17 +1051,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId);
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if (sp != null)
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{
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lock (sp.AttachmentsSyncLock)
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{
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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foreach (SceneObjectGroup group in attachments)
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foreach (SceneObjectGroup group in attachments)
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{
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if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
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{
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if (group.FromItemID == itemID && group.FromItemID != UUID.Zero)
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{
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DetachSingleAttachmentToInv(sp, group);
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return;
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}
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DetachSingleAttachmentToInv(sp, group);
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return;
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}
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}
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}
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Loading…
Reference in New Issue