From ccd6f443e1092cb410f565e921f7cf4dd8cd2dac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 5 Mar 2013 23:47:36 +0000 Subject: Get attachment script state before taking sp.AttachmentsSyncLock() to avoid race conditions between closing agents and scripts that may be doing attachment manipulation. This is in an effort to resolve http://opensimulator.org/mantis/view.php?id=6557 --- .../Avatar/Attachments/AttachmentsModule.cs | 301 +++++++++++---------- 1 file changed, 161 insertions(+), 140 deletions(-) (limited to 'OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs') diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 8a3eeaa..3ccf9f4 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -241,12 +241,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments // m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name); + List attachments = sp.GetAttachments(); + + if (attachments.Count <= 0) + return; + + Dictionary scriptStates = new Dictionary(); + + foreach (SceneObjectGroup so in attachments) + { + // Scripts MUST be snapshotted before the object is + // removed from the scene because doing otherwise will + // clobber the run flag + // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from + // scripts performing attachment operations at the same time. Getting object states stops the scripts. + scriptStates[so] = PrepareScriptInstanceForSave(so, false); + } + lock (sp.AttachmentsSyncLock) { - foreach (SceneObjectGroup so in sp.GetAttachments()) - { - UpdateDetachedObject(sp, so); - } + foreach (SceneObjectGroup so in attachments) + UpdateDetachedObject(sp, so, scriptStates[so]); sp.ClearAttachments(); } @@ -285,32 +300,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObjectInternal(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool temp) { - lock (sp.AttachmentsSyncLock) - { // 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 (group.GetSittingAvatarsCount() != 0) - { + if (group.GetSittingAvatarsCount() != 0) + { // m_log.WarnFormat( // "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it", // group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount()); - - return false; - } - - 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; - } - + + return false; + } + + 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; + } + + // Remove any previous attachments + List existingAttachments = sp.GetAttachments(attachmentPt); + string existingAttachmentScriptState = null; + + // At the moment we can only deal with a single attachment + if (existingAttachments.Count != 0 && existingAttachments[0].FromItemID != UUID.Zero) + DetachSingleAttachmentToInv(sp, group); + + lock (sp.AttachmentsSyncLock) + { Vector3 attachPos = group.AbsolutePosition; - + // TODO: this short circuits multiple attachments functionality in LL viewer 2.1+ and should // be removed when that functionality is implemented in opensim attachmentPt &= 0x7f; @@ -322,14 +345,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments { attachPos = Vector3.Zero; } - + // AttachmentPt 0 means the client chose to 'wear' the attachment. if (attachmentPt == 0) { // Check object for stored attachment point attachmentPt = group.AttachmentPoint; } - + // if we still didn't find a suitable attachment point....... if (attachmentPt == 0) { @@ -337,13 +360,13 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments attachmentPt = (uint)AttachmentPoint.LeftHand; attachPos = Vector3.Zero; } - + group.AttachmentPoint = attachmentPt; group.AbsolutePosition = attachPos; if (sp.PresenceType != PresenceType.Npc) UpdateUserInventoryWithAttachment(sp, group, attachmentPt, temp); - + AttachToAgent(sp, group, attachmentPt, attachPos, silent); } @@ -352,21 +375,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private void UpdateUserInventoryWithAttachment(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool temp) { - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) - { - if (attachments[0].FromItemID != UUID.Zero) - DetachSingleAttachmentToInvInternal(sp, attachments[0]); - // Error logging commented because UUID.Zero now means temp attachment -// else -// m_log.WarnFormat( -// "[ATTACHMENTS MODULE]: When detaching existing attachment {0} {1} at point {2} to make way for {3} {4} for {5}, couldn't find the associated item ID to adjust inventory attachment record!", -// attachments[0].Name, attachments[0].LocalId, attachmentPt, group.Name, group.LocalId, sp.Name); - } - // Add the new attachment to inventory if we don't already have it. if (!temp) { @@ -426,12 +434,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return; // m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing multiple attachments from inventory for {0}", sp.Name); - lock (sp.AttachmentsSyncLock) + + foreach (KeyValuePair rez in rezlist) { - foreach (KeyValuePair rez in rezlist) - { - RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); - } + RezSingleAttachmentFromInventory(sp, rez.Key, rez.Value); } } @@ -511,25 +517,33 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) { + if (so.AttachedAvatar != sp.UUID) + { + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", + so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); + + return; + } + + // Scripts MUST be snapshotted before the object is + // removed from the scene because doing otherwise will + // clobber the run flag + // This must be done outside the sp.AttachmentSyncLock so that there is no risk of a deadlock from + // scripts performing attachment operations at the same time. Getting object states stops the scripts. + string scriptedState = PrepareScriptInstanceForSave(so, true); + lock (sp.AttachmentsSyncLock) { // Save avatar attachment information // m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + sp.UUID + ", ItemID: " + itemID); - if (so.AttachedAvatar != sp.UUID) - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Tried to detach object {0} from {1} {2} but attached avatar id was {3} in {4}", - so.Name, sp.Name, sp.UUID, so.AttachedAvatar, m_scene.RegionInfo.RegionName); - - return; - } - bool changed = sp.Appearance.DetachAttachment(so.FromItemID); if (changed && m_scene.AvatarFactory != null) m_scene.AvatarFactory.QueueAppearanceSave(sp.UUID); - DetachSingleAttachmentToInvInternal(sp, so); + sp.RemoveAttachment(so); + UpdateDetachedObject(sp, so, scriptedState); } } @@ -739,8 +753,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return newItem; } - private string GetObjectScriptStates(SceneObjectGroup grp) + /// + /// Prepares the script instance for save. + /// + /// + /// This involves triggering the detach event and getting the script state (which also stops the script) + /// This MUST be done outside sp.AttachmentsSyncLock, since otherwise there is a chance of deadlock if a + /// running script is performing attachment operations. + /// + /// + /// The script state ready for persistence. + /// + /// + /// + /// + /// If true, then fire the script event before we save its state. + /// + private string PrepareScriptInstanceForSave(SceneObjectGroup grp, bool fireDetachEvent) { + if (fireDetachEvent) + m_scene.EventManager.TriggerOnAttach(grp.LocalId, grp.FromItemID, UUID.Zero); + using (StringWriter sw = new StringWriter()) { using (XmlTextWriter writer = new XmlTextWriter(sw)) @@ -752,7 +785,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments } } - private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so) + private void UpdateDetachedObject(IScenePresence sp, SceneObjectGroup so, string scriptedState) { // Don't save attachments for HG visitors, it // messes up their inventory. When a HG visitor logs @@ -765,11 +798,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments && (m_scene.UserManagementModule == null || m_scene.UserManagementModule.IsLocalGridUser(sp.UUID)); - // Scripts MUST be snapshotted before the object is - // removed from the scene because doing otherwise will - // clobber the run flag - string scriptedState = GetObjectScriptStates(so); - // Remove the object from the scene so no more updates // are sent. Doing this before the below changes will ensure // updates can't cause "HUD artefacts" @@ -793,91 +821,87 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments so.RemoveScriptInstances(true); } - private void DetachSingleAttachmentToInvInternal(IScenePresence sp, SceneObjectGroup so) - { - // m_log.DebugFormat("[ATTACHMENTS MODULE]: Detaching item {0} to inventory for {1}", itemID, sp.Name); - - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero); - sp.RemoveAttachment(so); - - UpdateDetachedObject(sp, so); - } - private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) { if (m_invAccessModule == null) return null; - lock (sp.AttachmentsSyncLock) + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = m_invAccessModule.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = m_invAccessModule.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + if (objatt == null) { - SceneObjectGroup objatt; + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); - if (itemID != UUID.Zero) - objatt = m_invAccessModule.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = m_invAccessModule.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); + return null; + } - if (objatt != null) - { + // Remove any previous attachments + List attachments = sp.GetAttachments(attachmentPt); + string previousAttachmentScriptedState = null; + + // At the moment we can only deal with a single attachment + if (attachments.Count != 0) + DetachSingleAttachmentToInv(sp, attachments[0]); + + lock (sp.AttachmentsSyncLock) + { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzed single object {0} for attachment to {1} on point {2} in {3}", // objatt.Name, sp.Name, attachmentPt, m_scene.Name); - // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. - objatt.HasGroupChanged = false; - bool tainted = false; - if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) - tainted = true; - - // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal - // course of events. If not, then it's probably not worth trying to recover the situation - // since this is more likely to trigger further exceptions and confuse later debugging. If - // exceptions can be thrown in expected error conditions (not NREs) then make this consistent - // since other normal error conditions will simply return false instead. - // This will throw if the attachment fails - try - { - AttachObjectInternal(sp, objatt, attachmentPt, false, false); - } - catch (Exception e) - { - m_log.ErrorFormat( - "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", - objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - - // Make sure the object doesn't stick around and bail - sp.RemoveAttachment(objatt); - m_scene.DeleteSceneObject(objatt, false); - return null; - } + // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. + objatt.HasGroupChanged = false; + bool tainted = false; + if (attachmentPt != 0 && attachmentPt != objatt.AttachmentPoint) + tainted = true; + + // FIXME: Detect whether it's really likely for AttachObject to throw an exception in the normal + // course of events. If not, then it's probably not worth trying to recover the situation + // since this is more likely to trigger further exceptions and confuse later debugging. If + // exceptions can be thrown in expected error conditions (not NREs) then make this consistent + // since other normal error conditions will simply return false instead. + // This will throw if the attachment fails + try + { + AttachObjectInternal(sp, objatt, attachmentPt, false, false); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Failed to attach {0} {1} for {2}, exception {3}{4}", + objatt.Name, objatt.UUID, sp.Name, e.Message, e.StackTrace); - if (tainted) - objatt.HasGroupChanged = true; + // Make sure the object doesn't stick around and bail + sp.RemoveAttachment(objatt); + m_scene.DeleteSceneObject(objatt, false); + return null; + } - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); + if (tainted) + objatt.HasGroupChanged = true; - // Do this last so that event listeners have access to all the effects of the attachment - m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); - return objatt; - } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - } + // Do this last so that event listeners have access to all the effects of the attachment + m_scene.EventManager.TriggerOnAttach(objatt.LocalId, itemID, sp.UUID); - return null; + return objatt; + } } /// @@ -1027,17 +1051,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); if (sp != null) { - lock (sp.AttachmentsSyncLock) + List attachments = sp.GetAttachments(); + + foreach (SceneObjectGroup group in attachments) { - List attachments = sp.GetAttachments(); - - foreach (SceneObjectGroup group in attachments) + if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) { - if (group.FromItemID == itemID && group.FromItemID != UUID.Zero) - { - DetachSingleAttachmentToInv(sp, group); - return; - } + DetachSingleAttachmentToInv(sp, group); + return; } } } @@ -1055,4 +1076,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments #endregion } -} +} \ No newline at end of file -- cgit v1.1