Put in locks on m_killRecord to replace changed locks on m_entityUpdates.SyncRoot
These locks are necessary to avoid a delete/update race condition for scene objects. However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritizationviewer-2-initial-appearance
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@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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/// ownerless phantom.
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///
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/// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
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/// All manipulation of this set has to occur under a lock
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///
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/// </value>
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protected HashSet<uint> m_killRecord;
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@ -1521,7 +1521,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene.GetScenePresence(localID) == null)
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{
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lock (m_entityUpdates.SyncRoot)
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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lock (m_killRecord)
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{
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m_killRecord.Add(localID);
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@ -3558,6 +3560,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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int updatesThisCall = 0;
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// We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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// condition where a kill can be processed before an out-of-date update for the same object.
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lock (m_killRecord)
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{
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EntityUpdate update;
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while (updatesThisCall < maxUpdates)
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{
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@ -3774,6 +3780,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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}
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#endregion Packet Sending
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}
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