From ea0f78c97152d3aa54822487e5343ca2db0b47b9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 12 Sep 2011 21:57:22 +0100 Subject: Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object Attach and detach packets are processed asynchronously when received from a viewer. Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads. Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections. Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on. --- .../Avatar/Attachments/AttachmentsModule.cs | 382 +++++++++++---------- 1 file changed, 207 insertions(+), 175 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 996e2ab..2fa233b 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -240,80 +240,83 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments private bool AttachObject(IScenePresence 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 - // be removed when that functionality is implemented in opensim - attachmentPt &= 0x7f; - - // If the attachment point isn't the same as the one previously used - // set it's offset position = 0 so that it appears on the attachment point - // and not in a weird location somewhere unknown. - if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) - { - 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) + lock (sp.AttachmentsSyncLock) { - // Stick it on left hand with Zero Offset from the attachment point. - attachmentPt = (uint)AttachmentPoint.LeftHand; - attachPos = Vector3.Zero; - } - - group.AttachmentPoint = attachmentPt; - group.AbsolutePosition = attachPos; - - // We also don't want to do any of the inventory operations for an NPC. - if (sp.PresenceType != PresenceType.Npc) - { - // Remove any previous attachments - List attachments = sp.GetAttachments(attachmentPt); - - // At the moment we can only deal with a single attachment - if (attachments.Count != 0) + // 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)) { - UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + // 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); - if (oldAttachmentItemID != UUID.Zero) - DetachSingleAttachmentToInv(oldAttachmentItemID, sp); - 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); + return false; } - - // Add the new attachment to inventory if we don't already have it. - UUID newAttachmentItemID = group.GetFromItemID(); - if (newAttachmentItemID == UUID.Zero) - newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; - ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + 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; + + // If the attachment point isn't the same as the one previously used + // set it's offset position = 0 so that it appears on the attachment point + // and not in a weird location somewhere unknown. + if (attachmentPt != 0 && attachmentPt != group.AttachmentPoint) + { + 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) + { + // Stick it on left hand with Zero Offset from the attachment point. + attachmentPt = (uint)AttachmentPoint.LeftHand; + attachPos = Vector3.Zero; + } + + group.AttachmentPoint = attachmentPt; + group.AbsolutePosition = attachPos; + + // We also don't want to do any of the inventory operations for an NPC. + if (sp.PresenceType != PresenceType.Npc) + { + // Remove any previous attachments + List attachments = sp.GetAttachments(attachmentPt); + + // At the moment we can only deal with a single attachment + if (attachments.Count != 0) + { + UUID oldAttachmentItemID = attachments[0].GetFromItemID(); + + if (oldAttachmentItemID != UUID.Zero) + DetachSingleAttachmentToInv(oldAttachmentItemID, sp); + 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. + UUID newAttachmentItemID = group.GetFromItemID(); + if (newAttachmentItemID == UUID.Zero) + newAttachmentItemID = AddSceneObjectAsNewAttachmentInInv(sp.ControllingClient, group).ID; + + ShowAttachInUserInventory(sp, attachmentPt, newAttachmentItemID, group); + } + + AttachToAgent(sp, group, attachmentPt, attachPos, silent); } - AttachToAgent(sp, group, attachmentPt, attachPos, silent); - return true; } @@ -322,14 +325,26 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments RezMultipleAttachmentsFromInvPacket.HeaderDataBlock header, RezMultipleAttachmentsFromInvPacket.ObjectDataBlock[] objects) { - foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + ScenePresence sp = m_scene.GetScenePresence(remoteClient.AgentId); + + if (sp == null) { - RezSingleAttachmentFromInventory(remoteClient, obj.ItemID, obj.AttachmentPt); + m_log.ErrorFormat( + "[ATTACHMENTS MODULE]: Could not find presence for client {0} {1} in RezMultipleAttachmentsFromInventory()", + remoteClient.Name, remoteClient.AgentId); + return; + } + + lock (sp.AttachmentsSyncLock) + { + foreach (RezMultipleAttachmentsFromInvPacket.ObjectDataBlock obj in objects) + { + RezSingleAttachmentFromInventory(sp, obj.ItemID, obj.AttachmentPt); + } } } - public ISceneEntity RezSingleAttachmentFromInventory( - IClientAPI remoteClient, UUID itemID, uint AttachmentPt) + public ISceneEntity RezSingleAttachmentFromInventory(IClientAPI remoteClient, UUID itemID, uint AttachmentPt) { // m_log.DebugFormat( // "[ATTACHMENTS MODULE]: Rezzing attachment to point {0} from item {1} for {2}", @@ -344,7 +359,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments remoteClient.Name, remoteClient.AgentId); return null; } - + + return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt); + } + + public ISceneEntity RezSingleAttachmentFromInventory(ScenePresence sp, UUID itemID, uint AttachmentPt) + { // 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; @@ -363,65 +383,68 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments IInventoryAccessModule invAccess = m_scene.RequestModuleInterface(); if (invAccess != null) { - SceneObjectGroup objatt; - - if (itemID != UUID.Zero) - objatt = invAccess.RezObject(sp.ControllingClient, - itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - else - objatt = invAccess.RezObject(sp.ControllingClient, - null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, - false, false, sp.UUID, true); - -// m_log.DebugFormat( -// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", -// objatt.Name, remoteClient.Name, AttachmentPt); - - if (objatt != null) + lock (sp.AttachmentsSyncLock) { - // 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; - - // This will throw if the attachment fails - try + SceneObjectGroup objatt; + + if (itemID != UUID.Zero) + objatt = invAccess.RezObject(sp.ControllingClient, + itemID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + else + objatt = invAccess.RezObject(sp.ControllingClient, + null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, + false, false, sp.UUID, true); + + // m_log.DebugFormat( + // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", + // objatt.Name, remoteClient.Name, AttachmentPt); + + if (objatt != null) { - AttachObject(sp, objatt, attachmentPt, false); + // 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; + + // This will throw if the attachment fails + try + { + AttachObject(sp, objatt, attachmentPt, 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; + } + + if (tainted) + objatt.HasGroupChanged = true; + + // Fire after attach, so we don't get messy perms dialogs + // 4 == AttachedRez + objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); + objatt.ResumeScripts(); + + // 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 objatt; } - catch (Exception e) + else { - 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; + m_log.WarnFormat( + "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", + itemID, sp.Name, attachmentPt); } - - if (tainted) - objatt.HasGroupChanged = true; - - // Fire after attach, so we don't get messy perms dialogs - // 4 == AttachedRez - objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); - objatt.ResumeScripts(); - - // 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); } - else - { - m_log.WarnFormat( - "[ATTACHMENTS MODULE]: Could not retrieve item {0} for attaching to avatar {1} at point {2}", - itemID, sp.Name, attachmentPt); - } - - return objatt; } return null; @@ -474,14 +497,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - // Save avatar attachment information - m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - - bool changed = presence.Appearance.DetachAttachment(itemID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + lock (presence.AttachmentsSyncLock) + { + // Save avatar attachment information + m_log.Debug("[ATTACHMENTS MODULE]: Detaching from UserID: " + remoteClient.AgentId + ", ItemID: " + itemID); - DetachSingleAttachmentToInv(itemID, presence); + bool changed = presence.Appearance.DetachAttachment(itemID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + + DetachSingleAttachmentToInv(itemID, presence); + } } } @@ -508,24 +534,27 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments ScenePresence presence; if (m_scene.TryGetScenePresence(remoteClient.AgentId, out presence)) { - if (!m_scene.Permissions.CanRezObject( - so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) - return; + lock (presence.AttachmentsSyncLock) + { + if (!m_scene.Permissions.CanRezObject( + so.PrimCount, remoteClient.AgentId, presence.AbsolutePosition)) + return; - bool changed = presence.Appearance.DetachAttachment(inventoryID); - if (changed && m_scene.AvatarFactory != null) - m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); + bool changed = presence.Appearance.DetachAttachment(inventoryID); + if (changed && m_scene.AvatarFactory != null) + m_scene.AvatarFactory.QueueAppearanceSave(remoteClient.AgentId); - presence.RemoveAttachment(so); - DetachSceneObjectToGround(so, presence); + presence.RemoveAttachment(so); + DetachSceneObjectToGround(so, presence); - List uuids = new List(); - uuids.Add(inventoryID); - m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); - remoteClient.SendRemoveInventoryItem(inventoryID); - } + List uuids = new List(); + uuids.Add(inventoryID); + m_scene.InventoryService.DeleteItems(remoteClient.AgentId, uuids); + remoteClient.SendRemoveInventoryItem(inventoryID); + } - m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + m_scene.EventManager.TriggerOnAttach(so.LocalId, so.UUID, UUID.Zero); + } } /// @@ -567,37 +596,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments EntityBase[] detachEntities = m_scene.GetEntities(); SceneObjectGroup group; - foreach (EntityBase entity in detachEntities) + lock (sp.AttachmentsSyncLock) { - if (entity is SceneObjectGroup) + foreach (EntityBase entity in detachEntities) { - group = (SceneObjectGroup)entity; - if (group.GetFromItemID() == itemID) + if (entity is SceneObjectGroup) { - m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); - sp.RemoveAttachment(group); - - // Prepare sog for storage - group.AttachedAvatar = UUID.Zero; - - group.ForEachPart( - delegate(SceneObjectPart part) - { - // If there are any scripts, - // then always trigger a new object and state persistence in UpdateKnownItem() - if (part.Inventory.ContainsScripts()) - group.HasGroupChanged = true; - } - ); - - group.RootPart.SetParentLocalId(0); - group.IsAttachment = false; - group.AbsolutePosition = group.RootPart.AttachedPos; - - UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); - m_scene.DeleteSceneObject(group, false); - - return; + group = (SceneObjectGroup)entity; + if (group.GetFromItemID() == itemID) + { + m_scene.EventManager.TriggerOnAttach(group.LocalId, itemID, UUID.Zero); + sp.RemoveAttachment(group); + + // Prepare sog for storage + group.AttachedAvatar = UUID.Zero; + + group.ForEachPart( + delegate(SceneObjectPart part) + { + // If there are any scripts, + // then always trigger a new object and state persistence in UpdateKnownItem() + if (part.Inventory.ContainsScripts()) + group.HasGroupChanged = true; + } + ); + + group.RootPart.SetParentLocalId(0); + group.IsAttachment = false; + group.AbsolutePosition = group.RootPart.AttachedPos; + + UpdateKnownItem(sp.ControllingClient, group, group.GetFromItemID(), group.OwnerID); + m_scene.DeleteSceneObject(group, false); + + return; + } } } } @@ -829,4 +861,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments return item; } } -} +} \ No newline at end of file -- cgit v1.1