* Refactored a number of locks into EntityManager to limit the scope of the locks.
parent
47829849d9
commit
2305ef61a5
|
@ -117,12 +117,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
ScenePresences.Clear();
|
ScenePresences.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
//SceneObjects.Clear();
|
|
||||||
lock (Entities)
|
|
||||||
{
|
|
||||||
Entities.Clear();
|
Entities.Clear();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
#region Update Methods
|
#region Update Methods
|
||||||
|
|
||||||
|
@ -266,12 +262,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
sceneObject.AttachToScene(m_parentScene);
|
sceneObject.AttachToScene(m_parentScene);
|
||||||
|
|
||||||
lock (Entities)
|
lock (sceneObject)
|
||||||
{
|
{
|
||||||
if (!Entities.ContainsKey(sceneObject.UUID))
|
if (!Entities.ContainsKey(sceneObject.UUID))
|
||||||
{
|
{
|
||||||
// QuadTree.AddSceneObject(sceneObject);
|
Entities.Add(sceneObject);
|
||||||
Entities.Add(sceneObject.UUID, sceneObject);
|
|
||||||
m_numPrim += sceneObject.Children.Count;
|
m_numPrim += sceneObject.Children.Count;
|
||||||
|
|
||||||
if (attachToBackup)
|
if (attachToBackup)
|
||||||
|
@ -279,31 +274,27 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Delete an object from the scene
|
/// Delete an object from the scene
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="sceneObject"></param>
|
|
||||||
/// <returns>true if the object was deleted, false if there was no object to delete</returns>
|
/// <returns>true if the object was deleted, false if there was no object to delete</returns>
|
||||||
protected internal bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
|
protected internal bool DeleteSceneObject(UUID uuid, bool resultOfObjectLinked)
|
||||||
{
|
|
||||||
lock (Entities)
|
|
||||||
{
|
{
|
||||||
if (Entities.ContainsKey(uuid))
|
if (Entities.ContainsKey(uuid))
|
||||||
{
|
{
|
||||||
if (!resultOfObjectLinked)
|
if (!resultOfObjectLinked)
|
||||||
{
|
{
|
||||||
m_numPrim -= ((SceneObjectGroup)Entities[uuid]).Children.Count;
|
m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
|
||||||
}
|
}
|
||||||
Entities.Remove(uuid);
|
Entities.Remove(uuid);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
@ -615,10 +606,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
presence.AddToPhysicalScene();
|
presence.AddToPhysicalScene();
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (Entities)
|
|
||||||
{
|
|
||||||
Entities[presence.UUID] = presence;
|
Entities[presence.UUID] = presence;
|
||||||
}
|
|
||||||
|
|
||||||
lock (ScenePresences)
|
lock (ScenePresences)
|
||||||
{
|
{
|
||||||
|
@ -630,17 +618,12 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
/// Remove a presence from the scene
|
/// Remove a presence from the scene
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected internal void RemoveScenePresence(UUID agentID)
|
protected internal void RemoveScenePresence(UUID agentID)
|
||||||
{
|
|
||||||
lock (Entities)
|
|
||||||
{
|
{
|
||||||
if (!Entities.Remove(agentID))
|
if (!Entities.Remove(agentID))
|
||||||
{
|
{
|
||||||
m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
|
m_log.WarnFormat(
|
||||||
}
|
"[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
|
||||||
// else
|
agentID);
|
||||||
// {
|
|
||||||
// m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (ScenePresences)
|
lock (ScenePresences)
|
||||||
|
@ -1668,10 +1651,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
|
SceneObjectGroup copy = originPrim.Copy(AgentID, GroupID, true);
|
||||||
copy.AbsolutePosition = copy.AbsolutePosition + offset;
|
copy.AbsolutePosition = copy.AbsolutePosition + offset;
|
||||||
|
|
||||||
lock (Entities)
|
Entities.Add(copy);
|
||||||
{
|
|
||||||
Entities.Add(copy.UUID, copy);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Since we copy from a source group that is in selected
|
// Since we copy from a source group that is in selected
|
||||||
// state, but the copy is shown deselected in the viewer,
|
// state, but the copy is shown deselected in the viewer,
|
||||||
|
|
Loading…
Reference in New Issue