From ae355720abb70f0f27b3dcc7b711c76483ac0d07 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 4 Jan 2013 20:34:39 +0000
Subject: Fix llGetLinkKey() to return the last sat avatar as the last link
number.
As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
---
.../Region/Framework/Scenes/SceneObjectGroup.cs | 35 ++++++++--
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 79 +++++++++++-----------
2 files changed, 68 insertions(+), 46 deletions(-)
(limited to 'OpenSim/Region/Framework')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 35e7c45..15795e5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -647,6 +647,18 @@ namespace OpenSim.Region.Framework.Scenes
///
public UUID FromFolderID { get; set; }
+ ///
+ /// IDs of all avatars sat on this scene object.
+ ///
+ ///
+ /// We need this so that we can maintain a linkset wide ordering of avatars sat on different parts.
+ /// This must be locked before it is read or written.
+ /// SceneObjectPart sitting avatar add/remove code also locks on this object to avoid race conditions.
+ /// No avatar should appear more than once in this list.
+ /// Do not manipulate this list directly - use the Add/Remove sitting avatar methods on SceneObjectPart.
+ ///
+ protected internal List m_sittingAvatars = new List();
+
#endregion
// ~SceneObjectGroup()
@@ -3564,17 +3576,28 @@ namespace OpenSim.Region.Framework.Scenes
}
///
+ /// Get a copy of the list of sitting avatars on all prims of this object.
+ ///
+ ///
+ /// This is sorted by the order in which avatars sat down. If an avatar stands up then all avatars that sat
+ /// down after it move one place down the list.
+ ///
+ /// A list of the sitting avatars. Returns an empty list if there are no sitting avatars.
+ public List GetSittingAvatars()
+ {
+ lock (m_sittingAvatars)
+ return new List(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()
{
- int count = 0;
-
- Array.ForEach(m_parts.GetArray(), p => count += p.GetSittingAvatarsCount());
-
- return count;
+ lock (m_sittingAvatars)
+ return m_sittingAvatars.Count;
}
public override string ToString()
@@ -3583,7 +3606,7 @@ namespace OpenSim.Region.Framework.Scenes
}
#region ISceneObject
-
+
public virtual ISceneObject CloneForNewScene()
{
SceneObjectGroup sog = Copy(false);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 7a97e5f..232861e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1256,7 +1256,7 @@ namespace OpenSim.Region.Framework.Scenes
public UUID SitTargetAvatar { get; set; }
///
- /// IDs of all avatars start on this object part.
+ /// IDs of all avatars sat on this part.
///
///
/// We need to track this so that we can stop sat upon prims from being attached.
@@ -4504,18 +4504,22 @@ namespace OpenSim.Region.Framework.Scenes
///
protected internal bool AddSittingAvatar(UUID avatarId)
{
- if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
- SitTargetAvatar = avatarId;
+ lock (ParentGroup.m_sittingAvatars)
+ {
+ if (IsSitTargetSet && SitTargetAvatar == UUID.Zero)
+ SitTargetAvatar = avatarId;
- HashSet sittingAvatars = m_sittingAvatars;
+ if (m_sittingAvatars == null)
+ m_sittingAvatars = new HashSet();
- if (sittingAvatars == null)
- sittingAvatars = new HashSet();
+ if (m_sittingAvatars.Add(avatarId))
+ {
+ ParentGroup.m_sittingAvatars.Add(avatarId);
- lock (sittingAvatars)
- {
- m_sittingAvatars = sittingAvatars;
- return m_sittingAvatars.Add(avatarId);
+ return true;
+ }
+
+ return false;
}
}
@@ -4529,27 +4533,26 @@ namespace OpenSim.Region.Framework.Scenes
///
protected internal bool RemoveSittingAvatar(UUID avatarId)
{
- if (SitTargetAvatar == avatarId)
- SitTargetAvatar = UUID.Zero;
-
- HashSet sittingAvatars = m_sittingAvatars;
+ lock (ParentGroup.m_sittingAvatars)
+ {
+ if (SitTargetAvatar == avatarId)
+ SitTargetAvatar = UUID.Zero;
- // This can occur under a race condition where another thread
- if (sittingAvatars == null)
- return false;
+ if (m_sittingAvatars == null)
+ return false;
- lock (sittingAvatars)
- {
- if (sittingAvatars.Remove(avatarId))
+ if (m_sittingAvatars.Remove(avatarId))
{
- if (sittingAvatars.Count == 0)
+ if (m_sittingAvatars.Count == 0)
m_sittingAvatars = null;
+ ParentGroup.m_sittingAvatars.Remove(avatarId);
+
return true;
}
- }
- return false;
+ return false;
+ }
}
///
@@ -4559,16 +4562,12 @@ namespace OpenSim.Region.Framework.Scenes
/// A hashset of the sitting avatars. Returns null if there are no sitting avatars.
public HashSet GetSittingAvatars()
{
- HashSet sittingAvatars = m_sittingAvatars;
-
- if (sittingAvatars == null)
- {
- return null;
- }
- else
+ lock (ParentGroup.m_sittingAvatars)
{
- lock (sittingAvatars)
- return new HashSet(sittingAvatars);
+ if (m_sittingAvatars == null)
+ return null;
+ else
+ return new HashSet(m_sittingAvatars);
}
}
@@ -4579,13 +4578,13 @@ namespace OpenSim.Region.Framework.Scenes
///
public int GetSittingAvatarsCount()
{
- HashSet sittingAvatars = m_sittingAvatars;
-
- if (sittingAvatars == null)
- return 0;
-
- lock (sittingAvatars)
- return sittingAvatars.Count;
+ lock (ParentGroup.m_sittingAvatars)
+ {
+ if (m_sittingAvatars == null)
+ return 0;
+ else
+ return m_sittingAvatars.Count;
+ }
}
}
-}
+}
\ No newline at end of file
--
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