Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object
Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.remove-scene-viewer
parent
dab6387bba
commit
ea0f78c971
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@ -240,80 +240,83 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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private bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent)
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{
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{
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// m_log.DebugFormat(
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lock (sp.AttachmentsSyncLock)
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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 (sp.GetAttachments(attachmentPt).Contains(group))
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{
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{
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// m_log.WarnFormat(
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// m_log.DebugFormat(
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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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// "[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);
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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return false;
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if (sp.GetAttachments(attachmentPt).Contains(group))
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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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// be removed when that functionality is implemented in opensim
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attachmentPt &= 0x7f;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == 0)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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// We also don't want to do any of the inventory operations for an NPC.
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if (sp.PresenceType != PresenceType.Npc)
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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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{
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UUID oldAttachmentItemID = attachments[0].GetFromItemID();
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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 (oldAttachmentItemID != UUID.Zero)
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return false;
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DetachSingleAttachmentToInv(oldAttachmentItemID, sp);
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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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}
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// Add the new attachment to inventory if we don't already have it.
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UUID newAttachmentItemID = group.GetFromItemID();
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID;
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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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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// be removed when that functionality is implemented in opensim
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attachmentPt &= 0x7f;
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// If the attachment point isn't the same as the one previously used
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// set it's offset position = 0 so that it appears on the attachment point
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// and not in a weird location somewhere unknown.
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if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint)
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{
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attachPos = Vector3.Zero;
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}
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// AttachmentPt 0 means the client chose to 'wear' the attachment.
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if (attachmentPt == 0)
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{
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// Check object for stored attachment point
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attachmentPt = group.AttachmentPoint;
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}
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// if we still didn't find a suitable attachment point.......
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if (attachmentPt == 0)
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{
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// Stick it on left hand with Zero Offset from the attachment point.
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attachmentPt = (uint)AttachmentPoint.LeftHand;
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attachPos = Vector3.Zero;
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}
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group.AttachmentPoint = attachmentPt;
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group.AbsolutePosition = attachPos;
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// We also don't want to do any of the inventory operations for an NPC.
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if (sp.PresenceType != PresenceType.Npc)
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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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UUID oldAttachmentItemID = attachments[0].GetFromItemID();
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if (oldAttachmentItemID != UUID.Zero)
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DetachSingleAttachmentToInv(oldAttachmentItemID, sp);
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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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UUID newAttachmentItemID = group.GetFromItemID();
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if (newAttachmentItemID == UUID.Zero)
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newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID;
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ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group);
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}
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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}
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}
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AttachToAgent(sp, group, attachmentPt, attachPos, silent);
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return true;
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return true;
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}
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}
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@ -322,14 +325,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
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RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header,
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RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects)
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RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects)
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{
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{
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foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects)
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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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{
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RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt);
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m_log.ErrorFormat(
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"[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()",
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remoteClient.Name, remoteClient.AgentId);
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return;
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}
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lock (sp.AttachmentsSyncLock)
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{
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foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects)
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{
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RezSingleAttachmentFromInventory(sp, obj.ItemID, obj.AttachmentPt);
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}
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}
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}
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}
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}
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public ISceneEntity RezSingleAttachmentFromInventory(
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public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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IClientAPI remoteClient, UUID itemID, uint AttachmentPt)
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{
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{
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
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// "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}",
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@ -344,7 +359,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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remoteClient.Name, remoteClient.AgentId);
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remoteClient.Name, remoteClient.AgentId);
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return null;
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return null;
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}
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}
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return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt);
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}
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public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt)
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{
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
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// be removed when that functionality is implemented in opensim
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// be removed when that functionality is implemented in opensim
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AttachmentPt &= 0x7f;
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AttachmentPt &= 0x7f;
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@ -363,65 +383,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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IInventoryAccessModule invAccess = m_scene.RequestModuleInterface<IInventoryAccessModule>();
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if (invAccess != null)
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if (invAccess != null)
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{
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{
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SceneObjectGroup objatt;
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lock (sp.AttachmentsSyncLock)
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if (itemID != UUID.Zero)
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objatt = invAccess.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 = invAccess.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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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
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// objatt.Name, remoteClient.Name, AttachmentPt);
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if (objatt != null)
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{
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{
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// HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
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SceneObjectGroup objatt;
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objatt.HasGroupChanged = false;
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bool tainted = false;
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if (itemID != UUID.Zero)
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if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint)
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objatt = invAccess.RezObject(sp.ControllingClient,
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tainted = true;
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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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// This will throw if the attachment fails
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else
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try
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objatt = invAccess.RezObject(sp.ControllingClient,
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{
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null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
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AttachObject(sp, objatt, attachmentPt, false);
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false, false, sp.UUID, true);
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}
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catch (Exception e)
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// m_log.DebugFormat(
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{
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// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
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m_log.ErrorFormat(
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// objatt.Name, remoteClient.Name, AttachmentPt);
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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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if (objatt != null)
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objatt.HasGroupChanged = true;
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{
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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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// This will throw if the attachment fails
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try
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{
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AttachObject(sp, objatt, attachmentPt, 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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// Fire after attach, so we don't get messy perms dialogs
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return objatt;
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// 4 == AttachedRez
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}
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objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
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else
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objatt.ResumeScripts();
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{
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m_log.WarnFormat(
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// Do this last so that event listeners have access to all the effects of the attachment
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"[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}",
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m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID);
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itemID, sp.Name, attachmentPt);
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}
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}
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}
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else
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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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}
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return objatt;
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}
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}
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return null;
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return null;
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@ -474,14 +497,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence presence;
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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{
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// Save avatar attachment information
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lock (presence.AttachmentsSyncLock)
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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{
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// Save avatar attachment information
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m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID);
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bool changed = presence.Appearance.DetachAttachment(itemID);
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bool changed = presence.Appearance.DetachAttachment(itemID);
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if (changed && m_scene.AvatarFactory != null)
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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DetachSingleAttachmentToInv(itemID, presence);
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DetachSingleAttachmentToInv(itemID, presence);
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}
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}
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}
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}
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}
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@ -508,24 +534,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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ScenePresence presence;
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ScenePresence presence;
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence))
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{
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{
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if (!m_scene.Permissions.CanRezObject(
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lock (presence.AttachmentsSyncLock)
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so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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{
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return;
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if (!m_scene.Permissions.CanRezObject(
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so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition))
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return;
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bool changed = presence.Appearance.DetachAttachment(inventoryID);
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bool changed = presence.Appearance.DetachAttachment(inventoryID);
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if (changed && m_scene.AvatarFactory != null)
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if (changed && m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId);
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presence.RemoveAttachment(so);
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presence.RemoveAttachment(so);
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DetachSceneObjectToGround(so, presence);
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DetachSceneObjectToGround(so, presence);
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List<UUID> uuids = new List<UUID>();
|
List<UUID> uuids = new List<UUID>();
|
||||||
uuids.Add(inventoryID);
|
uuids.Add(inventoryID);
|
||||||
m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
|
m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids);
|
||||||
remoteClient.SendRemoveInventoryItem(inventoryID);
|
remoteClient.SendRemoveInventoryItem(inventoryID);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -567,37 +596,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
EntityBase[] detachEntities = m_scene.GetEntities();
|
EntityBase[] detachEntities = m_scene.GetEntities();
|
||||||
SceneObjectGroup group;
|
SceneObjectGroup group;
|
||||||
|
|
||||||
foreach (EntityBase entity in detachEntities)
|
lock (sp.AttachmentsSyncLock)
|
||||||
{
|
{
|
||||||
if (entity is SceneObjectGroup)
|
foreach (EntityBase entity in detachEntities)
|
||||||
{
|
{
|
||||||
group = (SceneObjectGroup)entity;
|
if (entity is SceneObjectGroup)
|
||||||
if (group.GetFromItemID() == itemID)
|
|
||||||
{
|
{
|
||||||
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
|
group = (SceneObjectGroup)entity;
|
||||||
sp.RemoveAttachment(group);
|
if (group.GetFromItemID() == itemID)
|
||||||
|
{
|
||||||
|
m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero);
|
||||||
|
sp.RemoveAttachment(group);
|
||||||
|
|
||||||
// Prepare sog for storage
|
// Prepare sog for storage
|
||||||
group.AttachedAvatar = UUID.Zero;
|
group.AttachedAvatar = UUID.Zero;
|
||||||
|
|
||||||
group.ForEachPart(
|
group.ForEachPart(
|
||||||
delegate(SceneObjectPart part)
|
delegate(SceneObjectPart part)
|
||||||
{
|
{
|
||||||
// If there are any scripts,
|
// If there are any scripts,
|
||||||
// then always trigger a new object and state persistence in UpdateKnownItem()
|
// then always trigger a new object and state persistence in UpdateKnownItem()
|
||||||
if (part.Inventory.ContainsScripts())
|
if (part.Inventory.ContainsScripts())
|
||||||
group.HasGroupChanged = true;
|
group.HasGroupChanged = true;
|
||||||
}
|
}
|
||||||
);
|
);
|
||||||
|
|
||||||
group.RootPart.SetParentLocalId(0);
|
group.RootPart.SetParentLocalId(0);
|
||||||
group.IsAttachment = false;
|
group.IsAttachment = false;
|
||||||
group.AbsolutePosition = group.RootPart.AttachedPos;
|
group.AbsolutePosition = group.RootPart.AttachedPos;
|
||||||
|
|
||||||
UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID);
|
UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID);
|
||||||
m_scene.DeleteSceneObject(group, false);
|
m_scene.DeleteSceneObject(group, false);
|
||||||
|
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -829,4 +861,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -87,6 +87,15 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||||
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
|
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
|
||||||
ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
|
ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Rez an attachment from user inventory and change inventory status to match.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sp"></param>
|
||||||
|
/// <param name="itemID"></param>
|
||||||
|
/// <param name="AttachmentPt"></param>
|
||||||
|
/// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
|
||||||
|
ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Rez multiple attachments from a user's inventory
|
/// Rez multiple attachments from a user's inventory
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -60,6 +60,14 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
AvatarAppearance Appearance { get; set; }
|
AvatarAppearance Appearance { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The AttachmentsModule synchronizes on this to avoid race conditions between commands to add and remove attachments.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// All add and remove attachment operations must synchronize on this for the lifetime of their operations.
|
||||||
|
/// </remarks>
|
||||||
|
Object AttachmentsSyncLock { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The scene objects attached to this avatar.
|
/// The scene objects attached to this avatar.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -120,6 +120,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
|
protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
|
||||||
|
|
||||||
|
public Object AttachmentsSyncLock { get; private set; }
|
||||||
|
|
||||||
private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
|
private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
|
||||||
private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
|
private ScriptControlled IgnoredControls = ScriptControlled.CONTROL_ZERO;
|
||||||
private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
|
private ScriptControlled LastCommands = ScriptControlled.CONTROL_ZERO;
|
||||||
|
@ -709,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
public ScenePresence(
|
public ScenePresence(
|
||||||
IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type)
|
IClientAPI client, Scene world, RegionInfo reginfo, AvatarAppearance appearance, PresenceType type)
|
||||||
{
|
{
|
||||||
|
AttachmentsSyncLock = new Object();
|
||||||
|
|
||||||
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
|
m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
|
||||||
m_sceneViewer = new SceneViewer(this);
|
m_sceneViewer = new SceneViewer(this);
|
||||||
m_animator = new ScenePresenceAnimator(this);
|
m_animator = new ScenePresenceAnimator(this);
|
||||||
|
|
Loading…
Reference in New Issue