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-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs61
2 files changed, 40 insertions, 37 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index ff7a062..4af4ddb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -341,11 +341,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
341 if (!Enabled) 341 if (!Enabled)
342 return; 342 return;
343 343
344 if (DebugLevel > 0)
345 m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
346
347 List<SceneObjectGroup> attachments = sp.GetAttachments(); 344 List<SceneObjectGroup> attachments = sp.GetAttachments();
348 345
346 if (DebugLevel > 0)
347 m_log.DebugFormat(
348 "[ATTACHMENTS MODULE]: Saving for {0} attachments for {1} in {2}",
349 attachments.Count, sp.Name, m_scene.Name);
350
349 if (attachments.Count <= 0) 351 if (attachments.Count <= 0)
350 return; 352 return;
351 353
@@ -359,6 +361,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
359 // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from 361 // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from
360 // scripts performing attachment operations at the same time. Getting object states stops the scripts. 362 // scripts performing attachment operations at the same time. Getting object states stops the scripts.
361 scriptStates[so] = PrepareScriptInstanceForSave(so, false); 363 scriptStates[so] = PrepareScriptInstanceForSave(so, false);
364
365// m_log.DebugFormat(
366// "[ATTACHMENTS MODULE]: For object {0} for {1} in {2} got saved state {3}",
367// so.Name, sp.Name, m_scene.Name, scriptStates[so]);
362 } 368 }
363 369
364 lock (sp.AttachmentsSyncLock) 370 lock (sp.AttachmentsSyncLock)
@@ -826,8 +832,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
826 { 832 {
827 if (DebugLevel > 0) 833 if (DebugLevel > 0)
828 m_log.DebugFormat( 834 m_log.DebugFormat(
829 "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} in pt {2} pos {3} {4}", 835 "[ATTACHMENTS MODULE]: Adding attachment {0} to avatar {1} at pt {2} pos {3} {4} in {5}",
830 so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos); 836 so.Name, sp.Name, attachmentpoint, attachOffset, so.RootPart.AttachedPos, m_scene.Name);
831 837
832 // Remove from database and parcel prim count 838 // Remove from database and parcel prim count
833 m_scene.DeleteFromStorage(so.UUID); 839 m_scene.DeleteFromStorage(so.UUID);
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 93dfd00..0414f89 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1228,45 +1228,27 @@ namespace OpenSim.Region.Framework.Scenes
1228 1228
1229 m_scene.SwapRootAgentCount(false); 1229 m_scene.SwapRootAgentCount(false);
1230 1230
1231 // The initial login scene presence is already root when it gets here 1231 if (Scene.AttachmentsModule != null)
1232 // and it has already rezzed the attachments and started their scripts. 1232 {
1233 // We do the following only for non-login agents, because their scripts 1233 // The initial login scene presence is already root when it gets here
1234 // haven't started yet. 1234 // and it has already rezzed the attachments and started their scripts.
1235 if (PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags)) 1235 // We do the following only for non-login agents, because their scripts
1236 { 1236 // haven't started yet.
1237 // Viewers which have a current outfit folder will actually rez their own attachments. However, 1237 if (PresenceType == PresenceType.Npc || IsRealLogin(m_teleportFlags))
1238 // viewers without (e.g. v1 viewers) will not, so we still need to make this call.
1239 if (Scene.AttachmentsModule != null)
1240 { 1238 {
1239 // Viewers which have a current outfit folder will actually rez their own attachments. However,
1240 // viewers without (e.g. v1 viewers) will not, so we still need to make this call.
1241 WorkManager.RunJob( 1241 WorkManager.RunJob(
1242 "RezAttachments", 1242 "RezAttachments",
1243 o => Scene.AttachmentsModule.RezAttachments(this), 1243 o => Scene.AttachmentsModule.RezAttachments(this),
1244 null, 1244 null,
1245 string.Format("Rez attachments for {0} in {1}", Name, Scene.Name)); 1245 string.Format("Rez attachments for {0} in {1}", Name, Scene.Name));
1246 } 1246 }
1247 } 1247 else
1248 else
1249 {
1250 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1251 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1252 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1253 // not transporting the required data.
1254 //
1255 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1256 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1257 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
1258 //
1259 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
1260 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1261 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1262 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1263 List<SceneObjectGroup> attachments = GetAttachments();
1264
1265 if (attachments.Count > 0)
1266 { 1248 {
1267 WorkManager.RunJob( 1249 WorkManager.RunJob(
1268 "StartAttachmentScripts", 1250 "StartAttachmentScripts",
1269 o => RestartAttachmentScripts(attachments), 1251 o => RestartAttachmentScripts(),
1270 null, 1252 null,
1271 string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name), 1253 string.Format("Start attachment scripts for {0} in {1}", Name, Scene.Name),
1272 true); 1254 true);
@@ -1292,10 +1274,25 @@ namespace OpenSim.Region.Framework.Scenes
1292 return true; 1274 return true;
1293 } 1275 }
1294 1276
1295 private void RestartAttachmentScripts(List<SceneObjectGroup> attachments) 1277 private void RestartAttachmentScripts()
1296 { 1278 {
1279 // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
1280 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
1281 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
1282 // not transporting the required data.
1283 //
1284 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
1285 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
1286 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
1287 //
1288 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
1289 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
1290 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
1291 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
1292 List<SceneObjectGroup> attachments = GetAttachments();
1293
1297 m_log.DebugFormat( 1294 m_log.DebugFormat(
1298 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1295 "[SCENE PRESENCE]: Restarting scripts in {0} attachments for {1} in {2}", attachments.Count, Name, Scene.Name);
1299 1296
1300 // Resume scripts 1297 // Resume scripts
1301 foreach (SceneObjectGroup sog in attachments) 1298 foreach (SceneObjectGroup sog in attachments)