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synced 2026-08-06 01:06:30 +08:00
Make SP.Attachments available as sp.GetAttachments() instead.
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase. It also improves liveness. This might improve attachment anomolies when performing region crossings.
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@@ -208,7 +208,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.Teleport(position);
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foreach (SceneObjectGroup grp in sp.Attachments)
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
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}
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else // Another region possibly in another simulator
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@@ -559,11 +559,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
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{
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foreach (SceneObjectGroup sop in sp.Attachments)
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foreach (SceneObjectGroup sop in sp.GetAttachments())
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{
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sop.Scene.DeleteSceneObject(sop, true);
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}
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sp.Attachments.Clear();
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sp.ClearAttachments();
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}
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protected void KillEntity(Scene scene, uint localID)
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@@ -1764,34 +1764,33 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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protected bool CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
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{
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List<SceneObjectGroup> m_attachments = sp.Attachments;
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lock (m_attachments)
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List<SceneObjectGroup> m_attachments = sp.GetAttachments();
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// Validate
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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// Validate
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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if (gobj == null || gobj.IsDeleted)
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return false;
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}
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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// If the prim group is null then something must have happened to it!
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if (gobj != null && gobj.RootPart != null)
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{
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// Set the parent localID to 0 so it transfers over properly.
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gobj.RootPart.SetParentLocalId(0);
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gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
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gobj.IsAttachment = false;
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//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
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CrossPrimGroupIntoNewRegion(destination, gobj, silent);
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}
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}
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m_attachments.Clear();
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return true;
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if (gobj == null || gobj.IsDeleted)
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return false;
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}
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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// If the prim group is null then something must have happened to it!
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if (gobj != null && gobj.RootPart != null)
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{
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// Set the parent localID to 0 so it transfers over properly.
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gobj.RootPart.SetParentLocalId(0);
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gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
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gobj.IsAttachment = false;
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//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}", gobj.UUID, destination.RegionName);
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CrossPrimGroupIntoNewRegion(destination, gobj, silent);
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}
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}
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sp.ClearAttachments();
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return true;
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}
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#endregion
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@@ -1840,7 +1839,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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int i = 0;
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if (sp.InTransitScriptStates.Count > 0)
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{
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sp.Attachments.ForEach(delegate(SceneObjectGroup sog)
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List<SceneObjectGroup> attachments = sp.GetAttachments();
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foreach (SceneObjectGroup sog in attachments)
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{
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if (i < sp.InTransitScriptStates.Count)
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{
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@@ -1849,8 +1850,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sog.ResumeScripts();
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}
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else
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m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}", sp.InTransitScriptStates.Count, sp.Attachments.Count);
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});
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
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sp.InTransitScriptStates.Count, attachments.Count);
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}
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sp.InTransitScriptStates.Clear();
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}
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