From cf3ffe5bb4c6a8bea9599b6143c2f7793500c984 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 24 Aug 2011 20:49:23 +0100
Subject: 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.
---
.../Avatar/Attachments/AttachmentsModule.cs | 35 +++++++++++++++-------
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 14 +++++++--
.../Scenes/Serialization/SceneObjectSerializer.cs | 31 +++++++++++++------
.../ScriptEngine/Interfaces/IScriptInstance.cs | 11 +++++++
.../Shared/Api/Implementation/LSL_Api.cs | 4 +--
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 9 ++++++
6 files changed, 80 insertions(+), 24 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index a854c11..c274a5b 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -101,7 +101,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
///
public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, bool silent)
{
-// m_log.Debug("[ATTACHMENTS MODULE]: Invoking AttachObject");
+// m_log.DebugFormat(
+// "[ATTACHMENTS MODULE]: Attaching object local id {0} to {1} point {2} from ground (silent = {3})",
+// objectLocalID, remoteClient.Name, AttachmentPt, silent);
try
{
@@ -163,8 +165,21 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
return AttachObject(sp, group, AttachmentPt, silent);
}
- public bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent)
+ private bool AttachObject(ScenePresence sp, SceneObjectGroup group, uint AttachmentPt, bool silent)
{
+// 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 (sp.GetAttachments(AttachmentPt).Contains(group))
+ {
+// m_log.WarnFormat(
+// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since it's already attached",
+// group.Name, group.LocalId, sp.Name, AttachmentPt);
+
+ return false;
+ }
+
Vector3 attachPos = group.AbsolutePosition;
// TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should
@@ -211,14 +226,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
if (itemID != UUID.Zero)
DetachSingleAttachmentToInv(itemID, sp);
- if (group.GetFromItemID() == UUID.Zero)
- {
+ itemID = group.GetFromItemID();
+ if (itemID == UUID.Zero)
m_scene.attachObjectAssetStore(sp.ControllingClient, group, sp.UUID, out itemID);
- }
- else
- {
- itemID = group.GetFromItemID();
- }
ShowAttachInUserInventory(sp, AttachmentPt, itemID, group);
@@ -548,7 +558,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
grp.UUID, grp.GetAttachmentPoint());
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
+ // If we're being called from a script, then trying to serialize that same script's state will not complete
+ // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
+ // the client/server crashes rather than logging out normally, the attachment's scripts will resume
+ // without state on relog. Arguably, this is what we want anyway.
+ string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
+
InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
item = m_scene.InventoryService.GetItem(item);
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
public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
{
+// m_log.DebugFormat("[SCENE]: Called attachObjectAssetStore for object {0} {1} for {2} {3} {4}", grp.Name, grp.LocalId, remoteClient.Name, remoteClient.AgentId, AgentId);
+
itemID = UUID.Zero;
if (grp != null)
{
@@ -1881,16 +1883,20 @@ namespace OpenSim.Region.Framework.Scenes
? 250
: grp.AbsolutePosition.X)
,
- (grp.AbsolutePosition.X > (int)Constants.RegionSize)
+ (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
? 250
- : grp.AbsolutePosition.X,
+ : grp.AbsolutePosition.Y,
grp.AbsolutePosition.Z);
Vector3 originalPosition = grp.AbsolutePosition;
grp.AbsolutePosition = inventoryStoredPosition;
- string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
+ // If we're being called from a script, then trying to serialize that same script's state will not complete
+ // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
+ // the client/server crashes rather than logging out normally, the attachment's scripts will resume
+ // without state on relog. Arguably, this is what we want anyway.
+ string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
grp.AbsolutePosition = originalPosition;
@@ -1900,6 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
(sbyte)AssetType.Object,
Utils.StringToBytes(sceneObjectXml),
remoteClient.AgentId);
+
AssetService.Store(asset);
InventoryItemBase item = new InventoryItemBase();
@@ -1948,6 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes
itemID = item.ID;
return item.AssetID;
}
+
return UUID.Zero;
}
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
///
public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject)
{
+ return ToOriginalXmlFormat(sceneObject, true);
+ }
+
+ ///
+ /// Serialize a scene object to the original xml format
+ ///
+ ///
+ /// Control whether script states are also serialized.
+ ///
+ public static string ToOriginalXmlFormat(SceneObjectGroup sceneObject, bool doScriptStates)
+ {
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
- ToOriginalXmlFormat(sceneObject, writer);
+ ToOriginalXmlFormat(sceneObject, writer, doScriptStates);
}
return sw.ToString();
}
}
-
///
/// Serialize a scene object to the original xml format
///
///
///
- public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer)
+ public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates)
{
- ToOriginalXmlFormat(sceneObject, writer, false);
+ ToOriginalXmlFormat(sceneObject, writer, doScriptStates, false);
}
///
@@ -156,10 +166,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
///
/// If false, don't write the enclosing SceneObjectGroup element
///
- public static void ToOriginalXmlFormat(SceneObjectGroup sceneObject, XmlTextWriter writer, bool noRootElement)
+ public static void ToOriginalXmlFormat(
+ SceneObjectGroup sceneObject, XmlTextWriter writer, bool doScriptStates, bool noRootElement)
{
- //m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", Name);
- //int time = System.Environment.TickCount;
+// m_log.DebugFormat("[SERIALIZER]: Starting serialization of {0}", sceneObject.Name);
+// int time = System.Environment.TickCount;
if (!noRootElement)
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
@@ -182,12 +193,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
writer.WriteEndElement(); // OtherParts
- sceneObject.SaveScriptedState(writer);
+
+ if (doScriptStates)
+ sceneObject.SaveScriptedState(writer);
if (!noRootElement)
writer.WriteEndElement(); // SceneObjectGroup
- //m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", Name, System.Environment.TickCount - time);
+// m_log.DebugFormat("[SERIALIZER]: Finished serialization of SOG {0}, {1}ms", sceneObject.Name, System.Environment.TickCount - time);
}
protected static void ToXmlFormat(SceneObjectPart part, XmlTextWriter writer)
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
index 8b7871b..0cc0fe7 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
@@ -58,7 +58,11 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
///
public interface IScriptInstance
{
+ ///
+ /// Is this script currently running?
+ ///
bool Running { get; set; }
+
bool ShuttingDown { get; set; }
string State { get; set; }
IScriptEngine Engine { get; }
@@ -78,7 +82,14 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
void Init();
void Start();
+
+ ///
+ /// Stop the script.
+ ///
+ ///
+ /// true if the script was successfully stopped, false otherwise
bool Stop(int timeout);
+
void SetState(string state);
void PostEvent(EventParams data);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index ffa0e24..d340ef2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2964,8 +2964,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
m_host.AddScriptLPS(1);
- if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
- return;
+// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
+// return;
TaskInventoryItem item;
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index d253c6a..c443669 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1294,9 +1294,15 @@ namespace OpenSim.Region.ScriptEngine.XEngine
public string GetXMLState(UUID itemID)
{
+// m_log.DebugFormat("[XEngine]: Getting XML state for {0}", itemID);
+
IScriptInstance instance = GetInstance(itemID);
if (instance == null)
+ {
+// m_log.DebugFormat("[XEngine]: Found no script for {0}, returning empty string", itemID);
return "";
+ }
+
string xml = instance.GetXMLState();
XmlDocument sdoc = new XmlDocument();
@@ -1437,6 +1443,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
mapData.InnerText = map;
stateData.AppendChild(mapData);
+
+// m_log.DebugFormat("[XEngine]: Got XML state for {0}", itemID);
+
return doc.InnerXml;
}
--
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