From edb176447ba9cd6d29bd45d9b3714aa0dab9cbf9 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 3 Mar 2010 22:14:06 +0000 Subject: [PATCH] Fix bug where approximately half the time, attachments would rez only their root prim until right clicked (or otherwise updated). The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client. Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates. The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do. --- .../InventoryAccess/InventoryAccessModule.cs | 16 ++++--- .../Framework/Scenes/Scene.Inventory.cs | 44 ++++++++++++++++--- OpenSim/Region/Framework/Scenes/Scene.cs | 40 +++++++++++++---- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 43 +++++++++++++----- .../Framework/Scenes/SceneObjectGroup.cs | 35 ++++++++++++--- bin/OpenSim.exe.config | 2 +- bin/config-include/Standalone.ini | 8 ++-- 7 files changed, 145 insertions(+), 43 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e0df2881ed..0fc467bc43 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -411,6 +411,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess /// /// Rez an object into the scene from the user's inventory /// + /// FIXME: It would be really nice if inventory access modules didn't also actually do the work of rezzing + /// things to the scene. The caller should be doing that, I think. /// /// /// @@ -500,13 +502,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess group.RootPart.IsAttachment = true; } - m_Scene.AddNewSceneObject(group, true); + // For attachments, we must make sure that only a single object update occurs after we've finished + // all the necessary operations. + m_Scene.AddNewSceneObject(group, true, false); // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); // if attachment we set it's asset id so object updates can reflect that // if not, we set it's position in world. if (!attachment) { + group.ScheduleGroupForFullUpdate(); + float offsetHeight = 0; pos = m_Scene.GetNewRezLocation( RayStart, RayEnd, RayTargetID, Quaternion.Identity, @@ -562,6 +568,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess part.GroupMask = 0; // DO NOT propagate here } } + group.ApplyNextOwnerPermissions(); } } @@ -569,7 +576,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess foreach (SceneObjectPart part in partList) { if (part.OwnerID != item.Owner) - { + { part.LastOwnerID = part.OwnerID; part.OwnerID = item.Owner; part.Inventory.ChangeInventoryOwner(item.Owner); @@ -591,10 +598,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { group.ClearPartAttachmentData(); } - } - - if (!attachment) - { + // Fire on_rez group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 0); diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 6df25d6e29..5f3cd8cf4d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs @@ -1842,9 +1842,18 @@ namespace OpenSim.Region.Framework.Scenes EventManager.TriggerOnAttach(localID, itemID, avatarID); } - public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID, - uint AttachmentPt) + /// + /// Called when the client receives a request to rez a single attachment on to the avatar from inventory + /// (RezSingleAttachmentFromInv packet). + /// + /// + /// + /// + /// + public UUID RezSingleAttachment(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { + m_log.DebugFormat("[USER INVENTORY]: Rezzing single attachment from item {0} for {1}", itemID, remoteClient.Name); + SceneObjectGroup att = m_sceneGraph.RezSingleAttachment(remoteClient, itemID, AttachmentPt); if (att == null) @@ -1856,9 +1865,20 @@ namespace OpenSim.Region.Framework.Scenes return RezSingleAttachment(att, remoteClient, itemID, AttachmentPt); } - public UUID RezSingleAttachment(SceneObjectGroup att, - IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + /// + /// Update the user inventory to reflect an attachment + /// + /// + /// + /// + /// + /// + public UUID RezSingleAttachment(SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { + m_log.DebugFormat( + "[USER INVENTORY]: Updating inventory of {0} to show attachment of {1} (item ID {2})", + remoteClient.Name, att.Name, itemID); + if (!att.IsDeleted) AttachmentPt = att.RootPart.AttachmentPoint; @@ -1897,8 +1917,19 @@ namespace OpenSim.Region.Framework.Scenes return m_sceneGraph.AttachObject(controllingClient, localID, attachPoint, rot, pos, silent); } + /// + /// This registers the item as attached in a user's inventory + /// + /// + /// + /// + /// public void AttachObject(IClientAPI remoteClient, uint AttachmentPt, UUID itemID, SceneObjectGroup att) { +// m_log.DebugFormat( +// "[USER INVENTORY]: Updating attachment {0} for {1} at {2} using item ID {3}", +// att.Name, remoteClient.Name, AttachmentPt, itemID); + if (UUID.Zero == itemID) { m_log.Error("[SCENE INVENTORY]: Unable to save attachment. Error inventory item ID."); @@ -1926,10 +1957,7 @@ namespace OpenSim.Region.Framework.Scenes presence.Appearance.SetAttachment((int)AttachmentPt, itemID, item.AssetID /* att.UUID */); if (m_AvatarFactory != null) - { m_AvatarFactory.UpdateDatabase(remoteClient.AgentId, presence.Appearance); - } - } } @@ -2012,6 +2040,7 @@ namespace OpenSim.Region.Framework.Scenes { sog.SetOwnerId(ownerID); sog.SetGroup(groupID, remoteClient); + sog.ScheduleGroupForFullUpdate(); foreach (SceneObjectPart child in sog.Children.Values) child.Inventory.ChangeInventoryOwner(ownerID); @@ -2033,6 +2062,7 @@ namespace OpenSim.Region.Framework.Scenes sog.SetOwnerId(groupID); sog.ApplyNextOwnerPermissions(); } + } foreach (uint localID in localIDs) diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 5e5a52e981..a880fe7d59 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1906,14 +1906,22 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat( // "[SCENE]: Scene.AddNewPrim() pcode {0} called for {1} in {2}", shape.PCode, ownerID, RegionInfo.RegionName); + SceneObjectGroup sceneObject = null; + // If an entity creator has been registered for this prim type then use that if (m_entityCreators.ContainsKey((PCode)shape.PCode)) - return m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); + { + sceneObject = m_entityCreators[(PCode)shape.PCode].CreateEntity(ownerID, groupID, pos, rot, shape); + } + else + { + // Otherwise, use this default creation code; + sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); + AddNewSceneObject(sceneObject, true); + sceneObject.SetGroup(groupID, null); + } - // Otherwise, use this default creation code; - SceneObjectGroup sceneObject = new SceneObjectGroup(ownerID, pos, rot, shape); - AddNewSceneObject(sceneObject, true); - sceneObject.SetGroup(groupID, null); + sceneObject.ScheduleGroupForFullUpdate(); return sceneObject; } @@ -1941,7 +1949,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Add a newly created object to the scene + /// Add a newly created object to the scene. Updates are also sent to viewers. /// /// /// @@ -1950,8 +1958,25 @@ namespace OpenSim.Region.Framework.Scenes /// public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) { - return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup); + return AddNewSceneObject(sceneObject, attachToBackup, true); } + + /// + /// Add a newly created object to the scene + /// + /// + /// + /// If true, the object is made persistent into the scene. + /// If false, the object will not persist over server restarts + /// + /// + /// If true, updates for the new scene object are sent to all viewers in range. + /// If false, it is left to the caller to schedule the update + /// + public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) + { + return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); + } /// /// Delete every object from the scene @@ -3143,7 +3168,6 @@ namespace OpenSim.Region.Framework.Scenes m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; m_sceneGridService.KiPrimitive += SendKillObject; m_sceneGridService.OnGetLandData += GetLandData; - } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index b7fcd7d558..22613e925f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -229,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.HasGroupChanged = true; } - return AddSceneObject(sceneObject, attachToBackup); + return AddSceneObject(sceneObject, attachToBackup, true); } /// @@ -244,12 +244,12 @@ namespace OpenSim.Region.Framework.Scenes /// /// true if the object was added, false if an object with the same uuid was already in the scene /// - protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) + protected internal bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) { // Ensure that we persist this new scene object sceneObject.HasGroupChanged = true; - return AddSceneObject(sceneObject, attachToBackup); + return AddSceneObject(sceneObject, attachToBackup, sendClientUpdates); } /// @@ -261,12 +261,19 @@ namespace OpenSim.Region.Framework.Scenes /// If true, the object is made persistent into the scene. /// If false, the object will not persist over server restarts /// - /// true if the object was added, false if an object with the same uuid was already in the scene + /// + /// If true, updates for the new scene object are sent to all viewers in range. + /// If false, it is left to the caller to schedule the update + /// + /// + /// true if the object was added, false if an object with the same uuid was already in the scene /// - protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) + protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) { if (sceneObject == null || sceneObject.RootPart == null || sceneObject.RootPart.UUID == UUID.Zero) return false; + + bool alreadyExisted = false; if (m_parentScene.m_clampPrimSize) { @@ -287,6 +294,9 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.AttachToScene(m_parentScene); + if (sendClientUpdates) + sceneObject.ScheduleGroupForFullUpdate(); + lock (sceneObject) { if (!Entities.ContainsKey(sceneObject.UUID)) @@ -310,12 +320,14 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; } } - - return true; + } + else + { + alreadyExisted = true; } } - return false; + return alreadyExisted; } /// @@ -525,7 +537,10 @@ namespace OpenSim.Region.Framework.Scenes itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, false, false, remoteClient.AgentId, true); - +// m_log.DebugFormat( +// "[SCENE GRAPH]: Retrieved single object {0} for attachment to {1} on point {2}", +// objatt.Name, remoteClient.Name, AttachmentPt); + if (objatt != null) { bool tainted = false; @@ -533,7 +548,7 @@ namespace OpenSim.Region.Framework.Scenes tainted = true; AttachObject(remoteClient, objatt.LocalId, AttachmentPt, Quaternion.Identity, objatt.AbsolutePosition, false); - objatt.ScheduleGroupForFullUpdate(); + //objatt.ScheduleGroupForFullUpdate(); if (tainted) objatt.HasGroupChanged = true; @@ -544,8 +559,16 @@ namespace OpenSim.Region.Framework.Scenes // Do this last so that event listeners have access to all the effects of the attachment m_parentScene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, remoteClient.AgentId); } + else + { + m_log.WarnFormat( + "[SCENE GRAPH]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, remoteClient.Name, AttachmentPt); + } + return objatt; } + return null; } diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index c5a6171207..c14b39ad85 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -567,8 +567,10 @@ namespace OpenSim.Region.Framework.Scenes } ApplyPhysics(m_scene.m_physicalPrim); - - ScheduleGroupForFullUpdate(); + + // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled + // for the same object with very different properties. The caller must schedule the update. + //ScheduleGroupForFullUpdate(); } public Vector3 GroupScale() @@ -956,10 +958,11 @@ namespace OpenSim.Region.Framework.Scenes // don't attach attachments to child agents if (avatar.IsChildAgent) return; +// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name); + DetachFromBackup(); // Remove from database and parcel prim count - // m_scene.DeleteFromStorage(UUID); m_scene.EventManager.TriggerParcelPrimCountTainted(); @@ -985,7 +988,6 @@ namespace OpenSim.Region.Framework.Scenes SetAttachmentPoint(Convert.ToByte(attachmentpoint)); avatar.AddAttachment(this); - m_log.Debug("[SOG]: Added attachment " + UUID + " to avatar " + avatar.UUID); if (!silent) { @@ -1002,6 +1004,12 @@ namespace OpenSim.Region.Framework.Scenes ScheduleGroupForFullUpdate(); } } + else + { + m_log.WarnFormat( + "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present", + UUID, agentID, Scene.RegionInfo.RegionName); + } } public byte GetAttachmentPoint() @@ -1986,6 +1994,8 @@ namespace OpenSim.Region.Framework.Scenes public void ScheduleFullUpdateToAvatar(ScenePresence presence) { +// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); + RootPart.AddFullUpdateToAvatar(presence); lock (m_parts) @@ -2000,6 +2010,8 @@ namespace OpenSim.Region.Framework.Scenes public void ScheduleTerseUpdateToAvatar(ScenePresence presence) { +// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); + lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) @@ -2014,6 +2026,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleGroupForFullUpdate() { +// m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, UUID); + checkAtTargets(); RootPart.ScheduleFullUpdate(); @@ -2032,6 +2046,8 @@ namespace OpenSim.Region.Framework.Scenes /// public void ScheduleGroupForTerseUpdate() { +// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); + lock (m_parts) { foreach (SceneObjectPart part in m_parts.Values) @@ -2045,9 +2061,11 @@ namespace OpenSim.Region.Framework.Scenes /// Immediately send a full update for this scene object. /// public void SendGroupFullUpdate() - { + { if (IsDeleted) return; + +// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); RootPart.SendFullUpdateToAllClients(); @@ -2064,7 +2082,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Immediately send an update for this scene object's root prim only. /// This is for updates regarding the object as a whole, and none of its parts in particular. - /// Note: this may not be cused by opensim (it probably should) but it's used by + /// Note: this may not be used by opensim (it probably should) but it's used by /// external modules. /// public void SendGroupRootTerseUpdate() @@ -2079,6 +2097,7 @@ namespace OpenSim.Region.Framework.Scenes { if (m_scene == null) // Need to check here as it's null during object creation return; + m_scene.SceneGraph.AddToUpdateList(this); } @@ -3557,7 +3576,9 @@ namespace OpenSim.Region.Framework.Scenes HasGroupChanged = true; } - ScheduleGroupForFullUpdate(); + // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled + // for the same object with very different properties. The caller must schedule the update. + //ScheduleGroupForFullUpdate(); } public void TriggerScriptChangedEvent(Changed val) diff --git a/bin/OpenSim.exe.config b/bin/OpenSim.exe.config index 3c7adf5419..4e7ef51bd8 100755 --- a/bin/OpenSim.exe.config +++ b/bin/OpenSim.exe.config @@ -12,7 +12,7 @@ - + diff --git a/bin/config-include/Standalone.ini b/bin/config-include/Standalone.ini index bf693a18ec..dc65ffd07f 100644 --- a/bin/config-include/Standalone.ini +++ b/bin/config-include/Standalone.ini @@ -31,14 +31,14 @@ [AvatarService] LocalServiceModule = "OpenSim.Services.AvatarService.dll:AvatarService" - ConnectionString = "URI=file:avatars.db,version=3" + ; ConnectionString = "URI=file:avatars.db,version=3" [AuthorizationService] LocalServiceModule = "OpenSim.Services.AuthorizationService.dll:AuthorizationService" [AuthenticationService] LocalServiceModule = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" - ConnectionString = "URI=file:auth.db,version=3" + ; ConnectionString = "URI=file:auth.db,version=3" [GridService] LocalServiceModule = "OpenSim.Services.GridService.dll:GridService" @@ -51,7 +51,7 @@ [UserAccountService] LocalServiceModule = "OpenSim.Services.UserAccountService.dll:UserAccountService" - ConnectionString = "URI=file:userprofiles.db,version=3" + ; ConnectionString = "URI=file:userprofiles.db,version=3" ;; These are for creating new accounts AuthenticationService = "OpenSim.Services.AuthenticationService.dll:PasswordAuthenticationService" PresenceService = "OpenSim.Services.PresenceService.dll:PresenceService" @@ -60,7 +60,7 @@ [FriendsService] LocalServiceModule = "OpenSim.Services.FriendsService.dll" - ConnectionString = "URI=file:friends.db,version=3" + ; ConnectionString = "URI=file:friends.db,version=3" [Friends] Connector = "OpenSim.Services.FriendsService.dll"