* Refactored a number of locks into EntityManager to limit the scope of the locks.
parent
47829849d9
commit
2305ef61a5
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@ -117,11 +117,7 @@ namespace OpenSim.Region.Environment.Scenes
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ScenePresences.Clear();
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}
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//SceneObjects.Clear();
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lock (Entities)
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{
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Entities.Clear();
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}
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Entities.Clear();
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}
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#region Update Methods
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@ -266,12 +262,11 @@ namespace OpenSim.Region.Environment.Scenes
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sceneObject.AttachToScene(m_parentScene);
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lock (Entities)
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lock (sceneObject)
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{
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if (!Entities.ContainsKey(sceneObject.UUID))
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{
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// QuadTree.AddSceneObject(sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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Entities.Add(sceneObject);
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m_numPrim += sceneObject.Children.Count;
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if (attachToBackup)
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@ -279,30 +274,26 @@ namespace OpenSim.Region.Environment.Scenes
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return true;
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}
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return false;
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}
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return false;
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}
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/// <summary>
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/// Delete an object from the scene
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/// </summary>
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/// <param name="sceneObject"></param>
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/// <returns>true if the object was deleted, false if there was no object to delete</returns>
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protected internal bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
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{
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lock (Entities)
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if (Entities.ContainsKey(uuid))
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{
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if (Entities.ContainsKey(uuid))
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if (!resultOfObjectLinked)
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{
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if (!resultOfObjectLinked)
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{
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m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count;
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}
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Entities.Remove(uuid);
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return true;
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m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
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}
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Entities.Remove(uuid);
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return true;
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}
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return false;
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@ -615,10 +606,7 @@ namespace OpenSim.Region.Environment.Scenes
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presence.AddToPhysicalScene();
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}
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lock (Entities)
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{
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Entities[presence.UUID] = presence;
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}
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Entities[presence.UUID] = presence;
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lock (ScenePresences)
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{
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@ -631,16 +619,11 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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protected internal void RemoveScenePresence(UUID agentID)
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{
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lock (Entities)
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if (!Entities.Remove(agentID))
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{
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if (!Entities.Remove(agentID))
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{
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
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}
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// else
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// {
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// m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
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// }
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m_log.WarnFormat(
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"[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
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agentID);
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}
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lock (ScenePresences)
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@ -1668,10 +1651,7 @@ namespace OpenSim.Region.Environment.Scenes
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SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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lock (Entities)
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{
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Entities.Add(copy.UUID, copy);
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}
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Entities.Add(copy);
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// Since we copy from a source group that is in selected
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// state, but the copy is shown deselected in the viewer,
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