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author | Justin Clark-Casey (justincc) | 2011-08-24 20:49:23 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-08-24 20:49:23 +0100 |
commit | cf3ffe5bb4c6a8bea9599b6143c2f7793500c984 (patch) | |
tree | 80ff937e194c85ec7f599bb6e254c239c69f0b56 /OpenSim/Region/Framework | |
parent | rename AttachmentsModule.ShowDetachInUserInventory() to DetachSingleAttachmen... (diff) | |
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Fix llAttachToAvatar()
Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | 31 |
2 files changed, 33 insertions, 12 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index afc1a4f..94126f0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1873,6 +1873,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1873 | 1873 | ||
1874 | public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID) | 1874 | public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID) |
1875 | { | 1875 | { |
1876 | // m_log.DebugFormat("[SCENE]: Called attachObjectAssetStore for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId); | ||
1877 | |||
1876 | itemID = UUID.Zero; | 1878 | itemID = UUID.Zero; |
1877 | if (grp != null) | 1879 | if (grp != null) |
1878 | { | 1880 | { |
@@ -1881,16 +1883,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
1881 | ? 250 | 1883 | ? 250 |
1882 | : grp.AbsolutePosition.X) | 1884 | : grp.AbsolutePosition.X) |
1883 | , | 1885 | , |
1884 | (grp.AbsolutePosition.X > (int)Constants.RegionSize) | 1886 | (grp.AbsolutePosition.Y > (int)Constants.RegionSize) |
1885 | ? 250 | 1887 | ? 250 |
1886 | : grp.AbsolutePosition.X, | 1888 | : grp.AbsolutePosition.Y, |
1887 | grp.AbsolutePosition.Z); | 1889 | grp.AbsolutePosition.Z); |
1888 | 1890 | ||
1889 | Vector3 originalPosition = grp.AbsolutePosition; | 1891 | Vector3 originalPosition = grp.AbsolutePosition; |
1890 | 1892 | ||
1891 | grp.AbsolutePosition = inventoryStoredPosition; | 1893 | grp.AbsolutePosition = inventoryStoredPosition; |
1892 | 1894 | ||
1893 | string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp); | 1895 | // If we're being called from a script, then trying to serialize that same script's state will not complete |
1896 | // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if | ||
1897 | // the client/server crashes rather than logging out normally, the attachment's scripts will resume | ||
1898 | // without state on relog. Arguably, this is what we want anyway. | ||
1899 | string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); | ||
1894 | 1900 | ||
1895 | grp.AbsolutePosition = originalPosition; | 1901 | grp.AbsolutePosition = originalPosition; |
1896 | 1902 | ||
@@ -1900,6 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1900 | (sbyte)AssetType.Object, | 1906 | (sbyte)AssetType.Object, |
1901 | Utils.StringToBytes(sceneObjectXml), | 1907 | Utils.StringToBytes(sceneObjectXml), |
1902 | remoteClient.AgentId); | 1908 | remoteClient.AgentId); |
1909 | |||
1903 | AssetService.Store(asset); | 1910 | AssetService.Store(asset); |
1904 | 1911 | ||
1905 | InventoryItemBase item = new InventoryItemBase(); | 1912 | InventoryItemBase item = new InventoryItemBase(); |
@@ -1948,6 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1948 | itemID = item.ID; | 1955 | itemID = item.ID; |
1949 | return item.AssetID; | 1956 | return item.AssetID; |
1950 | } | 1957 | } |
1958 | |||
1951 | return UUID.Zero; | 1959 | return UUID.Zero; |
1952 | } | 1960 | } |
1953 | 1961 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs index 8fb9fad..a60ee9b 100644 --- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs +++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | |||
@@ -127,26 +127,36 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
127 | /// <returns></returns> | 127 | /// <returns></returns> |
128 | public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject) | 128 | public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject) |
129 | { | 129 | { |
130 | return ToOriginalXmlFormat(sceneObject, true); | ||
131 | } | ||
132 | |||
133 | /// <summary> | ||
134 | /// Serialize a scene object to the original xml format | ||
135 | /// </summary> | ||
136 | /// <param name="sceneObject"></param> | ||
137 | /// <param name="doScriptStates">Control whether script states are also serialized.</para> | ||
138 | /// <returns></returns> | ||
139 | public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, bool doScriptStates) | ||
140 | { | ||
130 | using (StringWriter sw = new StringWriter()) | 141 | using (StringWriter sw = new StringWriter()) |
131 | { | 142 | { |
132 | using (XmlTextWriter writer = new XmlTextWriter(sw)) | 143 | using (XmlTextWriter writer = new XmlTextWriter(sw)) |
133 | { | 144 | { |
134 | ToOriginalXmlFormat(sceneObject, writer); | 145 | ToOriginalXmlFormat(sceneObject, writer, doScriptStates); |
135 | } | 146 | } |
136 | 147 | ||
137 | return sw.ToString(); | 148 | return sw.ToString(); |
138 | } | 149 | } |
139 | } | 150 | } |
140 | |||
141 | 151 | ||
142 | /// <summary> | 152 | /// <summary> |
143 | /// Serialize a scene object to the original xml format | 153 | /// Serialize a scene object to the original xml format |
144 | /// </summary> | 154 | /// </summary> |
145 | /// <param name="sceneObject"></param> | 155 | /// <param name="sceneObject"></param> |
146 | /// <returns></returns> | 156 | /// <returns></returns> |
147 | public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer) | 157 | public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates) |
148 | { | 158 | { |
149 | ToOriginalXmlFormat(sceneObject, writer, false); | 159 | ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false); |
150 | } | 160 | } |
151 | 161 | ||
152 | /// <summary> | 162 | /// <summary> |
@@ -156,10 +166,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
156 | /// <param name="writer"></param> | 166 | /// <param name="writer"></param> |
157 | /// <param name="noRootElement">If false, don't write the enclosing SceneObjectGroup element</param> | 167 | /// <param name="noRootElement">If false, don't write the enclosing SceneObjectGroup element</param> |
158 | /// <returns></returns> | 168 | /// <returns></returns> |
159 | public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool noRootElement) | 169 | public static void ToOriginalXmlFormat( |
170 | SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates, bool noRootElement) | ||
160 | { | 171 | { |
161 | //m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name); | 172 | // m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", sceneObject.Name); |
162 | //int time = System.Environment.TickCount; | 173 | // int time = System.Environment.TickCount; |
163 | 174 | ||
164 | if (!noRootElement) | 175 | if (!noRootElement) |
165 | writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); | 176 | writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty); |
@@ -182,12 +193,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization | |||
182 | } | 193 | } |
183 | 194 | ||
184 | writer.WriteEndElement(); // OtherParts | 195 | writer.WriteEndElement(); // OtherParts |
185 | sceneObject.SaveScriptedState(writer); | 196 | |
197 | if (doScriptStates) | ||
198 | sceneObject.SaveScriptedState(writer); | ||
186 | 199 | ||
187 | if (!noRootElement) | 200 | if (!noRootElement) |
188 | writer.WriteEndElement(); // SceneObjectGroup | 201 | writer.WriteEndElement(); // SceneObjectGroup |
189 | 202 | ||
190 | //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time); | 203 | // m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", sceneObject.Name, System.Environment.TickCount - time); |
191 | } | 204 | } |
192 | 205 | ||
193 | protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer) | 206 | protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer) |