From 2eaa6d5ace738cf1848f82ce7a0b435928b6846f Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 9 Jul 2012 21:24:32 +0100
Subject: Do not allow a script to attach a prim if its being sat upon.
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
---
.../Avatar/Attachments/AttachmentsModule.cs | 9 ++
.../Attachments/Tests/AttachmentsModuleTests.cs | 32 ++++++-
.../Region/Framework/Scenes/SceneObjectGroup.cs | 14 ++++
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 98 ++++++++++++++++++++--
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 18 +++-
OpenSim/Tests/Common/Helpers/SceneHelpers.cs | 75 +++++++++++++----
OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs | 9 ++
7 files changed, 229 insertions(+), 26 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 9eb0e38..eccf7a6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// 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)
+ {
+// 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))
{
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 5dcbd28..3e06900 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
Scene scene = CreateDefaultTestScene();
UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
- ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
string attName = "att";
@@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
// TestHelpers.DisableLogging();
}
+ ///
+ /// Test that we do not attempt to attach an in-world object that someone else is sitting on.
+ ///
+ [Test]
+ public void TestAddSatOnAttachmentFromGround()
+ {
+ TestHelpers.InMethod();
+// TestHelpers.EnableLogging();
+
+ Scene scene = CreateDefaultTestScene();
+ UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
+ ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
+
+ string attName = "att";
+
+ SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
+
+ UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
+ ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
+
+ // Put avatar within 10m of the prim so that sit doesn't fail.
+ sp2.AbsolutePosition = new Vector3(0, 0, 0);
+ sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
+
+ scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
+
+ Assert.That(sp.HasAttachments(), Is.False);
+ Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
+ }
+
[Test]
public void TestAddAttachmentFromInventory()
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4e0e183..fc04761 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3401,6 +3401,20 @@ namespace OpenSim.Region.Framework.Scenes
return count;
}
+ ///
+ /// Gets the number of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public int GetSittingAvatarsCount()
+ {
+ int count = 0;
+
+ Array.ForEach(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
+
+ return count;
+ }
+
public override string ToString()
{
return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3d81358..6518b84 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
- private UUID m_sitTargetAvatar = UUID.Zero;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _groupMask = (uint)PermissionMask.None;
@@ -1233,13 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
+ /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
///
- public UUID SitTargetAvatar
- {
- get { return m_sitTargetAvatar; }
- set { m_sitTargetAvatar = value; }
- }
+ public UUID SitTargetAvatar { get; set; }
+
+ ///
+ /// IDs of all avatars start on this object part.
+ ///
+ ///
+ /// We need to track this so that we can stop sat upon prims from being attached.
+ ///
+ ///
+ /// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
+ ///
+ private HashSet m_sittingAvatars;
public virtual UUID RegionID
{
@@ -4493,5 +4499,83 @@ namespace OpenSim.Region.Framework.Scenes
Color color = Color;
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
}
+
+ ///
+ /// Record an avatar sitting on this part.
+ ///
+ /// This is called for all the sitting avatars whether there is a sit target set or not.
+ ///
+ /// true if the avatar was not already recorded, false otherwise.
+ ///
+ ///
+ protected internal bool AddSittingAvatar(UUID avatarId)
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ if (sittingAvatars == null)
+ sittingAvatars = new HashSet();
+
+ lock (sittingAvatars)
+ {
+ m_sittingAvatars = sittingAvatars;
+ return m_sittingAvatars.Add(avatarId);
+ }
+ }
+
+ ///
+ /// Remove an avatar recorded as sitting on this part.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ /// true if the avatar was present and removed, false if it was not present.
+ ///
+ ///
+ protected internal bool RemoveSittingAvatar(UUID avatarId)
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ // This can occur under a race condition where another thread
+ if (sittingAvatars == null)
+ return false;
+
+ lock (sittingAvatars)
+ {
+ if (sittingAvatars.Remove(avatarId))
+ {
+ if (sittingAvatars.Count == 0)
+ m_sittingAvatars = null;
+
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ ///
+ /// Get a copy of the list of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public HashSet GetSittingAvatars()
+ {
+ return new HashSet(m_sittingAvatars);
+ }
+
+ ///
+ /// Gets the number of sitting avatars.
+ ///
+ /// This applies to all sitting avatars whether there is a sit target set or not.
+ ///
+ public int GetSittingAvatarsCount()
+ {
+ HashSet sittingAvatars = m_sittingAvatars;
+
+ if (sittingAvatars == null)
+ return 0;
+
+ lock (sittingAvatars)
+ return sittingAvatars.Count;
+ }
}
}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c7a670f..c6a2a03 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -578,6 +578,12 @@ namespace OpenSim.Region.Framework.Scenes
public uint ParentID { get; set; }
///
+ /// Are we sitting on an object?
+ ///
+ /// A more readable way of testing presence sit status than ParentID == 0
+ public bool IsSatOnObject { get { return ParentID != 0; } }
+
+ ///
/// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
///
///
@@ -1808,6 +1814,8 @@ namespace OpenSim.Region.Framework.Scenes
SendAvatarDataToAllAgents();
m_requestedSitTargetID = 0;
+ part.RemoveSittingAvatar(UUID);
+
if (part != null)
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
}
@@ -1887,7 +1895,7 @@ namespace OpenSim.Region.Framework.Scenes
)
));
-// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
+ m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
if (PhysicsActor != null)
m_sitAvatarHeight = PhysicsActor.Size.Z;
@@ -1920,6 +1928,12 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
canSit = true;
}
+// else
+// {
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
+// Name, part.Name, part.LocalId);
+// }
}
if (canSit)
@@ -1930,6 +1944,8 @@ namespace OpenSim.Region.Framework.Scenes
RemoveFromPhysicalScene();
}
+ part.AddSittingAvatar(UUID);
+
cameraAtOffset = part.GetCameraAtOffset();
cameraEyeOffset = part.GetCameraEyeOffset();
forceMouselook = part.GetForceMouselook();
diff --git a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
index d5354cb..769de83 100644
--- a/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/SceneHelpers.cs
@@ -412,26 +412,49 @@ namespace OpenSim.Tests.Common
///
public static AgentCircuitData GenerateAgentData(UUID agentId)
{
- string firstName = "testfirstname";
+ AgentCircuitData acd = GenerateCommonAgentData();
- AgentCircuitData agentData = new AgentCircuitData();
- agentData.AgentID = agentId;
- agentData.firstname = firstName;
- agentData.lastname = "testlastname";
+ acd.AgentID = agentId;
+ acd.firstname = "testfirstname";
+ acd.lastname = "testlastname";
+ acd.ServiceURLs = new Dictionary();
+
+ return acd;
+ }
+
+ ///
+ /// Generate some standard agent connection data.
+ ///
+ ///
+ ///
+ public static AgentCircuitData GenerateAgentData(UserAccount ua)
+ {
+ AgentCircuitData acd = GenerateCommonAgentData();
+
+ acd.AgentID = ua.PrincipalID;
+ acd.firstname = ua.FirstName;
+ acd.lastname = ua.LastName;
+ acd.ServiceURLs = ua.ServiceURLs;
+
+ return acd;
+ }
+
+ private static AgentCircuitData GenerateCommonAgentData()
+ {
+ AgentCircuitData acd = new AgentCircuitData();
// XXX: Sessions must be unique, otherwise one presence can overwrite another in NullPresenceData.
- agentData.SessionID = UUID.Random();
- agentData.SecureSessionID = UUID.Random();
-
- agentData.circuitcode = 123;
- agentData.BaseFolder = UUID.Zero;
- agentData.InventoryFolder = UUID.Zero;
- agentData.startpos = Vector3.Zero;
- agentData.CapsPath = "http://wibble.com";
- agentData.ServiceURLs = new Dictionary();
- agentData.Appearance = new AvatarAppearance();
-
- return agentData;
+ acd.SessionID = UUID.Random();
+ acd.SecureSessionID = UUID.Random();
+
+ acd.circuitcode = 123;
+ acd.BaseFolder = UUID.Zero;
+ acd.InventoryFolder = UUID.Zero;
+ acd.startpos = Vector3.Zero;
+ acd.CapsPath = "http://wibble.com";
+ acd.Appearance = new AvatarAppearance();
+
+ return acd;
}
///
@@ -440,6 +463,9 @@ namespace OpenSim.Tests.Common
///
/// This can be used for tests where there is only one region or where there are multiple non-neighbour regions
/// and teleport doesn't take place.
+ ///
+ /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
+ /// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
///
///
///
@@ -452,6 +478,10 @@ namespace OpenSim.Tests.Common
///
/// Add a root agent where the details of the agent connection (apart from the id) are unimportant for the test
///
+ ///
+ /// XXX: Use the version of this method that takes the UserAccount structure wherever possible - this will
+ /// make the agent circuit data (e.g. first, lastname) consistent with the user account data.
+ ///
///
///
///
@@ -464,6 +494,17 @@ namespace OpenSim.Tests.Common
///
/// Add a root agent.
///
+ ///
+ ///
+ ///
+ public static ScenePresence AddScenePresence(Scene scene, UserAccount ua)
+ {
+ return AddScenePresence(scene, GenerateAgentData(ua));
+ }
+
+ ///
+ /// Add a root agent.
+ ///
///
/// This function
///
diff --git a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
index 3d3e65c..2fbebc4 100644
--- a/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/UserAccountHelpers.cs
@@ -138,6 +138,15 @@ namespace OpenSim.Tests.Common
CreateUserWithInventory(scene, ua, pw);
return ua;
}
+
+ public static UserAccount CreateUserWithInventory(
+ Scene scene, string firstName, string lastName, int userId, string pw)
+ {
+ UserAccount ua
+ = new UserAccount(TestHelpers.ParseTail(userId)) { FirstName = firstName, LastName = lastName };
+ CreateUserWithInventory(scene, ua, pw);
+ return ua;
+ }
public static void CreateUserWithInventory(Scene scene, UserAccount ua, string pw)
{
--
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