From d71b097396f535e91f43b4ae33d1f35402c06b2a Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 2 Apr 2013 23:32:45 +0100 Subject: [PATCH] Bring AttachmentsModule on 0.7.4-extended mostly up to equivalent level of git master 3611d33b00650ccc71994b331e4c6595f95d3131 --- .../Avatar/Attachments/AttachmentsModule.cs | 421 ++++++++++-------- 1 file changed, 232 insertions(+), 189 deletions(-) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 2f663939d7..219e37c7aa 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + List attachments = sp.GetAttachments(); + + if (attachments.Count <= 0) + return; + + Dictionary scriptStates = new Dictionary(); + + 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) { - foreach (SceneObjectGroup so in sp.GetAttachments()) - { - UpdateDetachedObject(sp, so); - } + foreach (SceneObjectGroup so in attachments) + UpdateDetachedObject(sp, so, scriptStates[so]); sp.ClearAttachments(); } @@ -268,69 +283,105 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments sp.ClearAttachments(); } - + public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) { - lock (sp.AttachmentsSyncLock) + if (!Enabled) + return false; + + return AttachObjectInternal(sp, group, attachmentPt, silent, false); + } + + /// + /// Internal method which actually does all the work for attaching an object. + /// + /// The object attached. + /// + /// The object to attach. + /// + /// + /// If true then scripts are resumed on the attached object. + private bool AttachObjectInternal( + IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool resumeScripts) + { + if (sp.GetAttachments().Contains(group)) { +// m_log.WarnFormat( +// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", +// group.Name, group.LocalId, sp.Name, AttachmentPt); + + return false; + } + // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})", // group.Name, group.LocalId, sp.Name, attachmentPt, silent); - if (group.GetSittingAvatarsCount() != 0) - { + if (group.GetSittingAvatarsCount() != 0) + { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", // group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); - - return false; - } - - if (sp.GetAttachments(attachmentPt).Contains(group)) - { - // m_log.WarnFormat( - // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached", - // group.Name, group.LocalId, sp.Name, AttachmentPt); - - return false; - } - - Vector3 attachPos = group.AbsolutePosition; - - // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should - // be removed when that functionality is implemented in opensim - attachmentPt &= 0x7f; - - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) - { - attachPos = Vector3.Zero; - } - - // AttachmentPt 0 means the client chose to 'wear' the attachment. - if (attachmentPt == 0) - { - // Check object for stored attachment point - attachmentPt = group.AttachmentPoint; - } - - // if we still didn't find a suitable attachment point....... - if (attachmentPt == 0) - { - // Stick it on left hand with Zero Offset from the attachment point. - attachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } - + + return false; + } + + Vector3 attachPos = group.AbsolutePosition; + + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should + // be removed when that functionality is implemented in opensim + attachmentPt &= 0x7f; + + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (attachmentPt != (uint)AttachmentPoint.Default && attachmentPt != group.AttachmentPoint) + { + attachPos = Vector3.Zero; + } + + // AttachmentPt 0 (default) means the client chose to 'wear' the attachment. + if (attachmentPt == (uint)AttachmentPoint.Default) + { + // Check object for stored attachment point + attachmentPt = group.AttachmentPoint; + } + + // if we still didn't find a suitable attachment point....... + if (attachmentPt == 0) + { + // Stick it on left hand with Zero Offset from the attachment point. + attachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } + + // Remove any previous attachments + List existingAttachments = sp.GetAttachments(attachmentPt); + + // At the moment we can only deal with a single attachment + if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) + DetachSingleAttachmentToInv(sp, existingAttachments[0]); + + lock (sp.AttachmentsSyncLock) + { group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; if (sp.PresenceType != PresenceType.Npc) UpdateUserInventoryWithAttachment(sp, group, attachmentPt); - + AttachToAgent(sp, group, attachmentPt, attachPos, silent); + + if (resumeScripts) + { + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + group.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + group.ResumeScripts(); + } + + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(group.LocalId, group.FromItemID, sp.UUID); } return true; @@ -338,21 +389,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt) { - // Remove any previous attachments - List 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]); - 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. UUID newAttachmentItemID = group.FromItemID; if (newAttachmentItemID == UUID.Zero) newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp, group).ID; @@ -366,8 +402,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return null; // m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2}", -// (AttachmentPoint)AttachmentPt, itemID, sp.Name); +// "[ATTACHMENTS MODULE]: RezSingleAttachmentFromInventory to point {0} from item {1} for {2} in {3}", +// (AttachmentPoint)AttachmentPt, itemID, sp.Name, m_scene.Name); // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim @@ -408,16 +444,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); - lock (sp.AttachmentsSyncLock) + + foreach (KeyValuePair rez in rezlist) { - foreach (KeyValuePair rez in rezlist) - { - RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); - } + RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); } } public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId) + { + DetachSingleAttachmentToGround(sp, soLocalId, sp.AbsolutePosition, Quaternion.Identity); + } + + public void DetachSingleAttachmentToGround(IScenePresence sp, uint soLocalId, Vector3 absolutePos, Quaternion absoluteRot) { if (!Enabled) return; @@ -436,6 +475,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments UUID inventoryID = so.FromItemID; + // As per Linden spec, drop is disabled for temp attachs + if (inventoryID == UUID.Zero) + return; + // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: In DetachSingleAttachmentToGround(), object is {0} {1}, associated item is {2}", // so.Name, so.LocalId, inventoryID); @@ -446,7 +489,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.PrimCount, sp.UUID, sp.AbsolutePosition)) return; - bool changed = sp.Appearance.DetachAttachment(inventoryID); + bool changed = false; + if (inventoryID != UUID.Zero) + changed = sp.Appearance.DetachAttachment(inventoryID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); @@ -454,7 +499,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.FromItemID = UUID.Zero; SceneObjectPart rootPart = so.RootPart; - so.AbsolutePosition = sp.AbsolutePosition; + so.AbsolutePosition = absolutePos; + if (absoluteRot != Quaternion.Identity) + { + so.UpdateGroupRotationR(absoluteRot); + } so.AttachedAvatar = UUID.Zero; rootPart.SetParentLocalId(0); so.ClearPartAttachmentData(); @@ -478,25 +527,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments 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; + } + +// m_log.DebugFormat( +// "[ATTACHMENTS MODULE]: Detaching object {0} {1} for {2} in {3}", +// so.Name, so.LocalId, sp.Name, m_scene.Name); + + // 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) { // Save avatar attachment information // 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); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - DetachSingleAttachmentToInvInternal(sp, so); + sp.RemoveAttachment(so); + UpdateDetachedObject(sp, so, scriptedState); } } @@ -551,6 +612,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments /// private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, string scriptedState) { + if (grp.FromItemID == UUID.Zero) + { + // We can't save temp attachments + grp.HasGroupChanged = false; + return; + } + // Saving attachments for NPCs messes them up for the real owner! INPCModule module = m_scene.RequestModuleInterface(); if (module != null) @@ -644,15 +712,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments if (!silent) { - // Killing it here will cause the client to deselect it - // It then reappears on the avatar, deselected - // through the full update below - // - if (so.IsSelected) - { - m_scene.SendKillObject(new List { so.RootPart.LocalId }); - } - else if (so.HasPrivateAttachmentPoint) + if (so.HasPrivateAttachmentPoint) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Killing private HUD {0} for avatars other than {1} at attachment point {2}", @@ -707,8 +767,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return newItem; } - private string GetObjectScriptStates(SceneObjectGroup grp) + /// + /// Prepares the script instance for save. + /// + /// + /// 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. + /// + /// + /// The script state ready for persistence. + /// + /// + /// + /// + /// If true, then fire the script event before we save its state. + /// + 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 (XmlTextWriter writer = new XmlTextWriter(sw)) @@ -720,7 +799,7 @@ 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 // messes up their inventory. When a HG visitor logs @@ -733,11 +812,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments && (m_scene.UserManagementModule == null || 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 // are sent. Doing this before the below changes will ensure // updates can't cause "HUD artefacts" @@ -761,91 +835,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments 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( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) { if (m_invAccessModule == null) return null; - 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) { - SceneObjectGroup objatt; + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); - 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); + return null; + } - if (objatt != null) - { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", // objatt.Name, sp.Name, attachmentPt, m_scene.Name); - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; - // 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 - // 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 - // since other normal error conditions will simply return false instead. - // This will throw if the attachment fails - try - { - AttachObject(sp, objatt, attachmentPt, 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); + // 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 + // 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 + // since other normal error conditions will simply return false instead. + // This will throw if the attachment fails + try + { + AttachObjectInternal(sp, objatt, attachmentPt, false, true); + } + 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( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; } - return null; + if (tainted) + objatt.HasGroupChanged = true; + + return objatt; } /// @@ -875,6 +926,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments InventoryItemBase item = new InventoryItemBase(itemID, sp.UUID); item = m_scene.InventoryService.GetItem(item); + if (item == null) + return; + bool changed = sp.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID); if (changed && m_scene.AvatarFactory != null) { @@ -964,15 +1018,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments AttachmentPt &= 0x7f; // Calls attach with a Zero position - if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) - { -// m_log.Debug( -// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId -// + ", AttachmentPoint: " + AttachmentPt); - - // Save avatar attachment information - m_scene.EventManager.TriggerOnAttach(objectLocalID, part.ParentGroup.FromItemID, remoteClient.AgentId); - } + AttachObject(sp, part.ParentGroup, AttachmentPt, false); } catch (Exception e) { @@ -988,7 +1034,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); SceneObjectGroup group = m_scene.GetGroupByPrim(objectLocalID); - if (sp != null && group != null) + if (sp != null && group != null && group.FromItemID != UUID.Zero) DetachSingleAttachmentToInv(sp, group); } @@ -1000,17 +1046,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp != null) { - lock (sp.AttachmentsSyncLock) + List attachments = sp.GetAttachments(); + + foreach (SceneObjectGroup group in attachments) { - List attachments = sp.GetAttachments(); - - foreach (SceneObjectGroup group in attachments) + if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) { - if (group.FromItemID == itemID) - { - DetachSingleAttachmentToInv(sp, group); - return; - } + DetachSingleAttachmentToInv(sp, group); + return; } } } @@ -1028,4 +1071,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments #endregion } -} +} \ No newline at end of file