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.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-07-09 21:24:32 +01:00
parent 1a2ab7bc69
commit 2eaa6d5ace
7 changed files with 227 additions and 24 deletions

View File

@@ -374,7 +374,6 @@ namespace OpenSim.Region.Framework.Scenes
private uint _category;
private Int32 _creationDate;
private uint _parentID = 0;
private UUID m_sitTargetAvatar = UUID.Zero;
private uint _baseMask = (uint)PermissionMask.All;
private uint _ownerMask = (uint)PermissionMask.All;
private uint _groupMask = (uint)PermissionMask.None;
@@ -1233,13 +1232,20 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
/// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
/// </summary>
public UUID SitTargetAvatar
{
get { return m_sitTargetAvatar; }
set { m_sitTargetAvatar = value; }
}
public UUID SitTargetAvatar { get; set; }
/// <summary>
/// IDs of all avatars start on this object part.
/// </summary>
/// <remarks>
/// We need to track this so that we can stop sat upon prims from being attached.
/// </remarks>
/// <value>
/// null if there are no sitting avatars. This is to save us create a hashset for every prim in a scene.
/// </value>
private HashSet<UUID> m_sittingAvatars;
public virtual UUID RegionID
{
@@ -4493,5 +4499,83 @@ namespace OpenSim.Region.Framework.Scenes
Color color = Color;
return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
}
/// <summary>
/// Record an avatar sitting on this part.
/// </summary>
/// <remarks>This is called for all the sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was not already recorded, false otherwise.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool AddSittingAvatar(UUID avatarId)
{
HashSet<UUID> sittingAvatars = m_sittingAvatars;
if (sittingAvatars == null)
sittingAvatars = new HashSet<UUID>();
lock (sittingAvatars)
{
m_sittingAvatars = sittingAvatars;
return m_sittingAvatars.Add(avatarId);
}
}
/// <summary>
/// Remove an avatar recorded as sitting on this part.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns>
/// true if the avatar was present and removed, false if it was not present.
/// </returns>
/// <param name='avatarId'></param>
protected internal bool RemoveSittingAvatar(UUID avatarId)
{
HashSet<UUID> sittingAvatars = m_sittingAvatars;
// This can occur under a race condition where another thread
if (sittingAvatars == null)
return false;
lock (sittingAvatars)
{
if (sittingAvatars.Remove(avatarId))
{
if (sittingAvatars.Count == 0)
m_sittingAvatars = null;
return true;
}
}
return false;
}
/// <summary>
/// Get a copy of the list of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns></returns>
public HashSet<UUID> GetSittingAvatars()
{
return new HashSet<UUID>(m_sittingAvatars);
}
/// <summary>
/// Gets the number of sitting avatars.
/// </summary>
/// <remarks>This applies to all sitting avatars whether there is a sit target set or not.</remarks>
/// <returns></returns>
public int GetSittingAvatarsCount()
{
HashSet<UUID> sittingAvatars = m_sittingAvatars;
if (sittingAvatars == null)
return 0;
lock (sittingAvatars)
return sittingAvatars.Count;
}
}
}