From abbd050a13e2b4f174c37979b46cf83f6b2f62dc Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 8 May 2012 21:31:35 +0100 Subject: Perform SceneGraph.DuplicateObject() under existing m_updateLock already used for link and delinking, in order to avoid race conditions. DuplicateObject() relies on source object having correct link numbers for the duration of the dupe. Both link and delink can change link numbers such that they are not consistent for short periods of time. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 164 ++++++++++++++------------ 1 file changed, 89 insertions(+), 75 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 67eb0fe..4815922 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -92,8 +92,12 @@ namespace OpenSim.Region.Framework.Scenes protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); /// - /// Lock to prevent object group update, linking and delinking operations from running concurrently. + /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently. /// + /// + /// These operations rely on the parts composition of the object. If allowed to run concurrently then race + /// conditions can occur. + /// private Object m_updateLock = new Object(); #endregion @@ -1844,96 +1848,106 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// - public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) + /// null if duplication fails, otherwise the duplicated object + public SceneObjectGroup DuplicateObject( + uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { -// m_log.DebugFormat( -// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", -// originalPrimID, offset, AgentID); - - SceneObjectGroup original = GetGroupByPrim(originalPrimID); - if (original != null) + Monitor.Enter(m_updateLock); + + try { - if (m_parentScene.Permissions.CanDuplicateObject( - original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) + // m_log.DebugFormat( + // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", + // originalPrimID, offset, AgentID); + + SceneObjectGroup original = GetGroupByPrim(originalPrimID); + if (original == null) { - SceneObjectGroup copy = original.Copy(true); - copy.AbsolutePosition = copy.AbsolutePosition + offset; + m_log.WarnFormat( + "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); - if (original.OwnerID != AgentID) - { - copy.SetOwnerId(AgentID); - copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID); + return null; + } - SceneObjectPart[] partList = copy.Parts; + if (!m_parentScene.Permissions.CanDuplicateObject( + original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) + return null; - if (m_parentScene.Permissions.PropagatePermissions()) - { - foreach (SceneObjectPart child in partList) - { - child.Inventory.ChangeInventoryOwner(AgentID); - child.TriggerScriptChangedEvent(Changed.OWNER); - child.ApplyNextOwnerPermissions(); - } - } + SceneObjectGroup copy = original.Copy(true); + copy.AbsolutePosition = copy.AbsolutePosition + offset; - copy.RootPart.ObjectSaleType = 0; - copy.RootPart.SalePrice = 10; - } + if (original.OwnerID != AgentID) + { + copy.SetOwnerId(AgentID); + copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID); - // FIXME: This section needs to be refactored so that it just calls AddSceneObject() - Entities.Add(copy); - - lock (SceneObjectGroupsByFullID) - SceneObjectGroupsByFullID[copy.UUID] = copy; - - SceneObjectPart[] children = copy.Parts; - - lock (SceneObjectGroupsByFullPartID) - { - SceneObjectGroupsByFullPartID[copy.UUID] = copy; - foreach (SceneObjectPart part in children) - SceneObjectGroupsByFullPartID[part.UUID] = copy; - } - - lock (SceneObjectGroupsByLocalPartID) - { - SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; - foreach (SceneObjectPart part in children) - SceneObjectGroupsByLocalPartID[part.LocalId] = copy; - } - // PROBABLE END OF FIXME - - // Since we copy from a source group that is in selected - // state, but the copy is shown deselected in the viewer, - // We need to clear the selection flag here, else that - // prim never gets persisted at all. The client doesn't - // think it's selected, so it will never send a deselect... - copy.IsSelected = false; - - m_numPrim += copy.Parts.Length; - - if (rot != Quaternion.Identity) + SceneObjectPart[] partList = copy.Parts; + + if (m_parentScene.Permissions.PropagatePermissions()) { - copy.UpdateGroupRotationR(rot); + foreach (SceneObjectPart child in partList) + { + child.Inventory.ChangeInventoryOwner(AgentID); + child.TriggerScriptChangedEvent(Changed.OWNER); + child.ApplyNextOwnerPermissions(); + } } - copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); - copy.HasGroupChanged = true; - copy.ScheduleGroupForFullUpdate(); - copy.ResumeScripts(); - - // required for physics to update it's position - copy.AbsolutePosition = copy.AbsolutePosition; + copy.RootPart.ObjectSaleType = 0; + copy.RootPart.SalePrice = 10; + } - return copy; + // FIXME: This section needs to be refactored so that it just calls AddSceneObject() + Entities.Add(copy); + + lock (SceneObjectGroupsByFullID) + SceneObjectGroupsByFullID[copy.UUID] = copy; + + SceneObjectPart[] children = copy.Parts; + + lock (SceneObjectGroupsByFullPartID) + { + SceneObjectGroupsByFullPartID[copy.UUID] = copy; + foreach (SceneObjectPart part in children) + SceneObjectGroupsByFullPartID[part.UUID] = copy; + } + + lock (SceneObjectGroupsByLocalPartID) + { + SceneObjectGroupsByLocalPartID[copy.LocalId] = copy; + foreach (SceneObjectPart part in children) + SceneObjectGroupsByLocalPartID[part.LocalId] = copy; + } + // PROBABLE END OF FIXME + + // Since we copy from a source group that is in selected + // state, but the copy is shown deselected in the viewer, + // We need to clear the selection flag here, else that + // prim never gets persisted at all. The client doesn't + // think it's selected, so it will never send a deselect... + copy.IsSelected = false; + + m_numPrim += copy.Parts.Length; + + if (rot != Quaternion.Identity) + { + copy.UpdateGroupRotationR(rot); } + + copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); + copy.HasGroupChanged = true; + copy.ScheduleGroupForFullUpdate(); + copy.ResumeScripts(); + + // required for physics to update it's position + copy.AbsolutePosition = copy.AbsolutePosition; + + return copy; } - else + finally { - m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID); + Monitor.Exit(m_updateLock); } - - return null; } /// -- cgit v1.1 From c21c9e13ef09607fa6f918f27bf087247a70d5a3 Mon Sep 17 00:00:00 2001 From: Talun Date: Mon, 7 May 2012 21:44:17 +0100 Subject: Mantis 1456 same region teleport of a sitting avatar. Region to region was fixed some time ago in EntityTransferModule. This applies the same fix for same region teleports. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7e49a5e..769824e 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -996,6 +996,8 @@ namespace OpenSim.Region.Framework.Scenes public void TeleportWithMomentum(Vector3 pos, Vector3? v) { + if (ParentID != (uint)0) + StandUp(); bool isFlying = Flying; Vector3 vel = Velocity; RemoveFromPhysicalScene(); -- cgit v1.1 From 20952c75c526180a0286fb9634b94ac1354a2770 Mon Sep 17 00:00:00 2001 From: Dan Lake Date: Tue, 8 May 2012 16:05:34 -0700 Subject: Trigger event when scene presences are updated --- OpenSim/Region/Framework/Scenes/EventManager.cs | 24 ++++++++++++++++++++++++ OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 ++++++++++ 2 files changed, 34 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs index b3debb0..ace8313 100644 --- a/OpenSim/Region/Framework/Scenes/EventManager.cs +++ b/OpenSim/Region/Framework/Scenes/EventManager.cs @@ -480,6 +480,9 @@ namespace OpenSim.Region.Framework.Scenes public delegate void SceneObjectPartUpdated(SceneObjectPart sop); public event SceneObjectPartUpdated OnSceneObjectPartUpdated; + public delegate void ScenePresenceUpdated(ScenePresence sp); + public event ScenePresenceUpdated OnScenePresenceUpdated; + public delegate void RegionUp(GridRegion region); public event RegionUp OnRegionUp; @@ -2343,6 +2346,27 @@ namespace OpenSim.Region.Framework.Scenes } } + public void TriggerScenePresenceUpdated(ScenePresence sp) + { + ScenePresenceUpdated handler = OnScenePresenceUpdated; + if (handler != null) + { + foreach (ScenePresenceUpdated d in handler.GetInvocationList()) + { + try + { + d(sp); + } + catch (Exception e) + { + m_log.ErrorFormat( + "[EVENT MANAGER]: Delegate for TriggerScenePresenceUpdated failed - continuing. {0} {1}", + e.Message, e.StackTrace); + } + } + } + } + public void TriggerOnParcelPropertiesUpdateRequest(LandUpdateArgs args, int local_id, IClientAPI remote_client) { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7e49a5e..c552447 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -76,6 +76,11 @@ namespace OpenSim.Region.Framework.Scenes // { // m_log.Debug("[SCENE PRESENCE] Destructor called"); // } + private void TriggerScenePresenceUpdated() + { + if (m_scene != null) + m_scene.EventManager.TriggerScenePresenceUpdated(this); + } private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); @@ -489,6 +494,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat( // "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", // Scene.RegionInfo.RegionName, Name, m_pos); + TriggerScenePresenceUpdated(); } } @@ -508,6 +514,7 @@ namespace OpenSim.Region.Framework.Scenes return; m_pos = value; + TriggerScenePresenceUpdated(); } } @@ -1523,6 +1530,7 @@ namespace OpenSim.Region.Framework.Scenes } m_scene.EventManager.TriggerOnClientMovement(this); + TriggerScenePresenceUpdated(); } /// @@ -2419,6 +2427,7 @@ namespace OpenSim.Region.Framework.Scenes m_scene.ForEachClient(SendTerseUpdateToClient); } + TriggerScenePresenceUpdated(); } public void SendCoarseLocations(List coarseLocations, List avatarUUIDs) @@ -3195,6 +3204,7 @@ namespace OpenSim.Region.Framework.Scenes Velocity = force; m_forceToApply = null; + TriggerScenePresenceUpdated(); } } -- cgit v1.1 From e5dbb652d5118d193de794fb948252195594b344 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 9 May 2012 00:11:10 +0100 Subject: Remove physics actor related race conditions in SetVehicleFlags() and SetPhysicsAxisRotation() sop.PhysActor can currently become null at any time. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4bec2d4..f911ef8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3321,10 +3321,10 @@ namespace OpenSim.Region.Framework.Scenes public void SetVehicleFlags(int param, bool remove) { - if (PhysActor != null) - { - PhysActor.VehicleFlags(param, remove); - } + PhysicsActor pa = PhysActor; + + if (pa != null) + pa.VehicleFlags(param, remove); } public void SetGroup(UUID groupID, IClientAPI client) @@ -3356,10 +3356,12 @@ namespace OpenSim.Region.Framework.Scenes public void SetPhysicsAxisRotation() { - if (PhysActor != null) + PhysicsActor pa = PhysActor; + + if (pa != null) { - PhysActor.LockAngularMotion(RotationAxis); - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); + pa.LockAngularMotion(RotationAxis); + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); } } -- cgit v1.1