From 364816421985c052521cf7b444e124760c0a1025 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 19 Mar 2013 21:44:18 +0000 Subject: Prevent multiple instances of the same item ID being appended to an AvatarAppearance It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID). However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there. This commit requires both simulator and service to be updated. --- OpenSim/Framework/AvatarAppearance.cs | 78 +++++++++++++++++++++-------------- 1 file changed, 48 insertions(+), 30 deletions(-) (limited to 'OpenSim/Framework/AvatarAppearance.cs') diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index 95e9667..494ae5e 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -459,45 +459,59 @@ namespace OpenSim.Framework if (attachpoint == 0) return false; - if (item == UUID.Zero) + lock (m_attachments) { - lock (m_attachments) + if (item == UUID.Zero) { if (m_attachments.ContainsKey(attachpoint)) { m_attachments.Remove(attachpoint); return true; } + + return false; } - - return false; - } - // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, - // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If - // we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments - // later fail unless the attachment is detached and reattached. - // - // Therefore, we will carry on with the set if the existing attachment has no asset id. - AvatarAttachment existingAttachment = GetAttachmentForItem(item); - if (existingAttachment != null - && existingAttachment.AssetID != UUID.Zero - && existingAttachment.AttachPoint == (attachpoint & 0x7F)) - { - // m_log.DebugFormat("[AVATAR APPEARANCE] attempt to attach an already attached item {0}",item); - return false; - } - - // check if this is an append or a replace, 0x80 marks it as an append - if ((attachpoint & 0x80) > 0) - { - // strip the append bit - int point = attachpoint & 0x7F; - AppendAttachment(new AvatarAttachment(point, item, asset)); - } - else - { - ReplaceAttachment(new AvatarAttachment(attachpoint,item, asset)); + // When a user logs in, the attachment item ids are pulled from persistence in the Avatars table. However, + // the asset ids are not saved. When the avatar enters a simulator the attachments are set again. If + // we simply perform an item check here then the asset ids (which are now present) are never set, and NPC attachments + // later fail unless the attachment is detached and reattached. + // + // Therefore, we will carry on with the set if the existing attachment has no asset id. + AvatarAttachment existingAttachment = GetAttachmentForItem(item); + if (existingAttachment != null) + { +// m_log.DebugFormat( +// "[AVATAR APPEARANCE]: Found existing attachment for {0}, asset {1} at point {2}", +// existingAttachment.ItemID, existingAttachment.AssetID, existingAttachment.AttachPoint); + + if (existingAttachment.AssetID != UUID.Zero && existingAttachment.AttachPoint == (attachpoint & 0x7F)) + { + m_log.DebugFormat( + "[AVATAR APPEARANCE]: Ignoring attempt to attach an already attached item {0} at point {1}", + item, attachpoint); + + return false; + } + else + { + // Remove it here so that the later append does not add a second attachment but we still update + // the assetID + DetachAttachment(existingAttachment.ItemID); + } + } + + // check if this is an append or a replace, 0x80 marks it as an append + if ((attachpoint & 0x80) > 0) + { + // strip the append bit + int point = attachpoint & 0x7F; + AppendAttachment(new AvatarAttachment(point, item, asset)); + } + else + { + ReplaceAttachment(new AvatarAttachment(attachpoint,item, asset)); + } } return true; @@ -547,6 +561,10 @@ namespace OpenSim.Framework int index = kvp.Value.FindIndex(delegate(AvatarAttachment a) { return a.ItemID == itemID; }); if (index >= 0) { +// m_log.DebugFormat( +// "[AVATAR APPEARANCE]: Detaching attachment {0}, index {1}, point {2}", +// m_attachments[kvp.Key][index].ItemID, index, m_attachments[kvp.Key][index].AttachPoint); + // Remove it from the list of attachments at that attach point m_attachments[kvp.Key].RemoveAt(index); -- cgit v1.1