When attachments are being saved and deleted for a closing root agent, delete first to avoid a hud race condition with update threads.

If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-06-25 22:48:13 +01:00
parent 5301648cff
commit e5b739aaeb
4 changed files with 42 additions and 29 deletions

View File

@@ -152,31 +152,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
}
public void SaveChangedAttachments(IScenePresence sp, bool saveAllScripted)
public void DeRezAttachments(IScenePresence sp, bool saveChanged, bool saveAllScripted)
{
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
if (!Enabled)
return;
foreach (SceneObjectGroup grp in sp.GetAttachments())
// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
lock (sp.AttachmentsSyncLock)
{
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp, grp, saveAllScripted);
grp.IsAttachment = true;
foreach (SceneObjectGroup grp in sp.GetAttachments())
{
grp.Scene.DeleteSceneObject(grp, false);
if (saveChanged || saveAllScripted)
{
grp.IsAttachment = false;
grp.AbsolutePosition = grp.RootPart.AttachedPos;
UpdateKnownItem(sp, grp, saveAllScripted);
}
}
sp.ClearAttachments();
}
}
public void DeleteAttachmentsFromScene(IScenePresence sp, bool silent)
{
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
// m_scene.RegionInfo.RegionName, sp.Name, silent);
if (!Enabled)
return;
// m_log.DebugFormat(
// "[ATTACHMENTS MODULE]: Deleting attachments from scene {0} for {1}, silent = {2}",
// m_scene.RegionInfo.RegionName, sp.Name, silent);
foreach (SceneObjectGroup sop in sp.GetAttachments())
{
sop.Scene.DeleteSceneObject(sop, silent);