From c2e4f8aed5dee4a35679d646326537a15153f19d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 19 Mar 2013 12:37:44 -0700 Subject: For the moment, disable the output of the 'scene' statistics in SimExtraStatsCollector and thus for the command 'show stats' because it is ugly and most of the information is already output in the formatted printout that appears before. --- OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Framework') diff --git a/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs b/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs index 109a58f..6a68322 100644 --- a/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs +++ b/OpenSim/Framework/Monitoring/SimExtraStatsCollector.cs @@ -359,8 +359,9 @@ Asset service request failures: {3}" + Environment.NewLine, inPacketsPerSecond, outPacketsPerSecond, pendingDownloads, pendingUploads, unackedBytes, totalFrameTime, netFrameTime, physicsFrameTime, otherFrameTime, agentFrameTime, imageFrameTime)); + /* 20130319 RA: For the moment, disable the dump of 'scene' catagory as they are mostly output by + * the two formatted printouts above. SortedDictionary> sceneStats; - if (StatsManager.TryGetStats("scene", out sceneStats)) { foreach (KeyValuePair> kvp in sceneStats) @@ -374,6 +375,7 @@ Asset service request failures: {3}" + Environment.NewLine, } } } + */ /* sb.Append(Environment.NewLine); -- cgit v1.1 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') 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