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When an attachment is detached to inv or derezzed, stop the scripts, update the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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@@ -211,16 +211,20 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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lock (sp.AttachmentsSyncLock)
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{
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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foreach (SceneObjectGroup so in sp.GetAttachments())
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{
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grp.Scene.DeleteSceneObject(grp, false);
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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if (saveChanged || saveAllScripted)
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{
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grp.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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UpdateKnownItem(sp, grp, saveAllScripted);
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so.IsAttachment = false;
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, saveAllScripted);
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}
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so.RemoveScriptInstances(true);
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}
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sp.ClearAttachments();
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@@ -682,7 +686,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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m_scene.EventManager.TriggerOnAttach(so.LocalId, so.FromItemID, UUID.Zero);
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sp.RemoveAttachment(so);
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m_scene.DeleteSceneObject(so, false);
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// We can only remove the script instances from the script engine after we've retrieved their xml state
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// when we update the attachment item.
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m_scene.DeleteSceneObject(so, false, false);
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// Prepare sog for storage
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so.AttachedAvatar = UUID.Zero;
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@@ -691,6 +698,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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so.AbsolutePosition = so.RootPart.AttachedPos;
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UpdateKnownItem(sp, so, true);
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so.RemoveScriptInstances(true);
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}
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private SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
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