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authorMelanie2012-05-30 00:50:47 +0200
committerMelanie2012-05-30 00:50:47 +0200
commit4358bb8f850863aec8a519c6f533c298630dc1af (patch)
tree28cf0ae831bc5eaf2e0813ab740847def9188fef
parent fix physics not reporting collisions only with terrain (diff)
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Fix the log standing attach-from-world bug.
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs50
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs51
2 files changed, 59 insertions, 42 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 2d46a5b..5912a15 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -3761,24 +3761,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3761 { 3761 {
3762 SceneObjectPart part = (SceneObjectPart)update.Entity; 3762 SceneObjectPart part = (SceneObjectPart)update.Entity;
3763 3763
3764 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3765 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3766 // safety measure.
3767 //
3768 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3769 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3770 // updates and kills on different threads with different scheduling strategies, hence this protection.
3771 //
3772 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3773 // after the root prim has been deleted.
3774 lock (m_killRecord)
3775 {
3776 if (m_killRecord.Contains(part.LocalId))
3777 continue;
3778 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3779 continue;
3780 }
3781
3782 if (part.ParentGroup.IsDeleted) 3764 if (part.ParentGroup.IsDeleted)
3783 continue; 3765 continue;
3784 3766
@@ -3816,7 +3798,39 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3816 // attachments until the avatar becomes root. 3798 // attachments until the avatar becomes root.
3817 if (sp.IsChildAgent) 3799 if (sp.IsChildAgent)
3818 continue; 3800 continue;
3801
3802 // If the object is an attachment we don't want it to be in the kill
3803 // record. Else attaching from inworld and subsequently dropping
3804 // it will no longer work.
3805 lock (m_killRecord)
3806 {
3807 m_killRecord.Remove(part.LocalId);
3808 m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3809 }
3819 } 3810 }
3811 else
3812 {
3813 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3814 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3815 // safety measure.
3816 //
3817 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3818 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3819 // updates and kills on different threads with different scheduling strategies, hence this protection.
3820 //
3821 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3822 // after the root prim has been deleted.
3823 //
3824 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3825 lock (m_killRecord)
3826 {
3827 if (m_killRecord.Contains(part.LocalId))
3828 continue;
3829 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3830 continue;
3831 }
3832 }
3833
3820 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3834 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3821 { 3835 {
3822 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3836 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index 78ae5e9..d7c7283 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -631,19 +631,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
631 // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}", 631 // "[ATTACHMENTS MODULE]: Called AddSceneObjectAsAttachment for object {0} {1} for {2}",
632 // grp.Name, grp.LocalId, remoteClient.Name); 632 // grp.Name, grp.LocalId, remoteClient.Name);
633 633
634 Vector3 inventoryStoredPosition = new Vector3 634// Vector3 inventoryStoredPosition = new Vector3
635 (((grp.AbsolutePosition.X > (int)Constants.RegionSize) 635// (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
636 ? (float)Constants.RegionSize - 6 636// ? (float)Constants.RegionSize - 6
637 : grp.AbsolutePosition.X) 637// : grp.AbsolutePosition.X)
638 , 638// ,
639 (grp.AbsolutePosition.Y > (int)Constants.RegionSize) 639// (grp.AbsolutePosition.Y > (int)Constants.RegionSize)
640 ? (float)Constants.RegionSize - 6 640// ? (float)Constants.RegionSize - 6
641 : grp.AbsolutePosition.Y, 641// : grp.AbsolutePosition.Y,
642 grp.AbsolutePosition.Z); 642// grp.AbsolutePosition.Z);
643 643//
644 Vector3 originalPosition = grp.AbsolutePosition; 644// Vector3 originalPosition = grp.AbsolutePosition;
645 645//
646 grp.AbsolutePosition = inventoryStoredPosition; 646// grp.AbsolutePosition = inventoryStoredPosition;
647 647
648 // If we're being called from a script, then trying to serialize that same script's state will not complete 648 // If we're being called from a script, then trying to serialize that same script's state will not complete
649 // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if 649 // in any reasonable time period. Therefore, we'll avoid it. The worst that can happen is that if
@@ -651,7 +651,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
651 // without state on relog. Arguably, this is what we want anyway. 651 // without state on relog. Arguably, this is what we want anyway.
652 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false); 652 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp, false);
653 653
654 grp.AbsolutePosition = originalPosition; 654// grp.AbsolutePosition = originalPosition;
655 655
656 AssetBase asset = m_scene.CreateAsset( 656 AssetBase asset = m_scene.CreateAsset(
657 grp.GetPartName(grp.LocalId), 657 grp.GetPartName(grp.LocalId),
@@ -679,21 +679,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
679 else // oopsies 679 else // oopsies
680 item.Folder = UUID.Zero; 680 item.Folder = UUID.Zero;
681 681
682 // Nix the special bits we used to use for slam and the folded perms
683 uint allowablePermissionsMask = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move);
684
682 if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions()) 685 if ((sp.UUID != grp.RootPart.OwnerID) && m_scene.Permissions.PropagatePermissions())
683 { 686 {
684 item.BasePermissions = grp.RootPart.NextOwnerMask; 687 item.BasePermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
685 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 688 item.CurrentPermissions = grp.RootPart.BaseMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
686 item.NextPermissions = grp.RootPart.NextOwnerMask; 689 item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
687 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 690 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
688 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 691 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask & allowablePermissionsMask;
689 } 692 }
690 else 693 else
691 { 694 {
692 item.BasePermissions = grp.RootPart.BaseMask; 695 item.BasePermissions = grp.RootPart.BaseMask & allowablePermissionsMask;
693 item.CurrentPermissions = grp.RootPart.OwnerMask; 696 item.CurrentPermissions = grp.RootPart.OwnerMask & allowablePermissionsMask;
694 item.NextPermissions = grp.RootPart.NextOwnerMask; 697 item.NextPermissions = grp.RootPart.NextOwnerMask & allowablePermissionsMask;
695 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 698 item.EveryOnePermissions = grp.RootPart.EveryoneMask & allowablePermissionsMask;
696 item.GroupPermissions = grp.RootPart.GroupMask; 699 item.GroupPermissions = grp.RootPart.GroupMask & allowablePermissionsMask;
697 } 700 }
698 item.CreationDate = Util.UnixTimeSinceEpoch(); 701 item.CreationDate = Util.UnixTimeSinceEpoch();
699 702