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Do not allow a script to attach a prim if its being sat upon.
This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar. This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar. Recording HashSet is null if there are no sitting avatars in order to save memory.
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@@ -251,6 +251,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// m_log.DebugFormat(
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// "[ATTACHMENTS MODULE]: Attaching object {0} {1} to {2} point {3} from ground (silent = {4})",
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// group.Name, group.LocalId, sp.Name, attachmentPt, silent);
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if (group.GetSittingAvatarsCount() != 0)
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{
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// m_log.WarnFormat(
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// "[ATTACHMENTS MODULE]: Ignoring request to attach {0} {1} to {2} on {3} since {4} avatars are still sitting on it",
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// group.Name, group.LocalId, sp.Name, attachmentPt, group.GetSittingAvatarsCount());
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return false;
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}
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if (sp.GetAttachments(attachmentPt).Contains(group))
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{
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@@ -118,7 +118,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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@@ -154,6 +154,36 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// TestHelpers.DisableLogging();
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}
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/// <summary>
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/// Test that we do not attempt to attach an in-world object that someone else is sitting on.
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/// </summary>
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[Test]
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public void TestAddSatOnAttachmentFromGround()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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Scene scene = CreateDefaultTestScene();
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UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
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string attName = "att";
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SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
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UserAccount ua2 = UserAccountHelpers.CreateUserWithInventory(scene, 0x2);
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ScenePresence sp2 = SceneHelpers.AddScenePresence(scene, ua2);
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// Put avatar within 10m of the prim so that sit doesn't fail.
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sp2.AbsolutePosition = new Vector3(0, 0, 0);
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sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
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scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false);
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Assert.That(sp.HasAttachments(), Is.False);
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Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
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}
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[Test]
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public void TestAddAttachmentFromInventory()
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{
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