On startup, start scenes after we're set up all local scenes, rather than starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created. http://opensimulator.org/mantis/view.php?id=6618user_profiles
parent
386d67ec61
commit
304c5d4a8b
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@ -115,6 +115,8 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
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Environment.Exit(1);
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Environment.Exit(1);
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}
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}
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List<IScene> createdScenes = new List<IScene>();
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for (int i = 0; i < regionsToLoad.Length; i++)
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for (int i = 0; i < regionsToLoad.Length; i++)
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{
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{
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IScene scene;
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IScene scene;
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@ -123,17 +125,22 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
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")");
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")");
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bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]);
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bool changed = m_openSim.PopulateRegionEstateInfo(regionsToLoad[i]);
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m_openSim.CreateRegion(regionsToLoad[i], true, out scene);
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m_openSim.CreateRegion(regionsToLoad[i], true, out scene);
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createdScenes.Add(scene);
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if (changed)
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if (changed)
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regionsToLoad[i].EstateSettings.Save();
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regionsToLoad[i].EstateSettings.Save();
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}
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if (scene != null)
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foreach (IScene scene in createdScenes)
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{
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scene.Start();
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m_newRegionCreatedHandler = OnNewRegionCreated;
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if (m_newRegionCreatedHandler != null)
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{
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{
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m_newRegionCreatedHandler = OnNewRegionCreated;
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m_newRegionCreatedHandler(scene);
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if (m_newRegionCreatedHandler != null)
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{
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m_newRegionCreatedHandler(scene);
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}
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}
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}
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}
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}
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}
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}
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@ -700,6 +700,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
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IScene newScene;
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IScene newScene;
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m_application.CreateRegion(region, out newScene);
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m_application.CreateRegion(region, out newScene);
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newScene.Start();
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// If an access specification was provided, use it.
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// If an access specification was provided, use it.
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// Otherwise accept the default.
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// Otherwise accept the default.
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@ -136,5 +136,10 @@ namespace OpenSim.Framework
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ISceneObject DeserializeObject(string representation);
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ISceneObject DeserializeObject(string representation);
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bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
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bool CheckClient(UUID agentID, System.Net.IPEndPoint ep);
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/// <summary>
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/// Start the scene and associated scripts within it.
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/// </summary>
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void Start();
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}
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}
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}
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}
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@ -425,9 +425,6 @@ namespace OpenSim
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mscene = scene;
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mscene = scene;
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scene.Start();
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scene.StartScripts();
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return clientServers;
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return clientServers;
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}
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}
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@ -751,6 +748,7 @@ namespace OpenSim
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ShutdownClientServer(whichRegion);
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ShutdownClientServer(whichRegion);
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IScene scene;
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IScene scene;
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CreateRegion(whichRegion, true, out scene);
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CreateRegion(whichRegion, true, out scene);
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scene.Start();
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}
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}
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# region Setup methods
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# region Setup methods
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@ -389,10 +389,12 @@ namespace OpenSim.Region.Framework.Scenes
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if (value)
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if (value)
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{
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{
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if (!m_active)
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if (!m_active)
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Start();
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Start(false);
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}
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}
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else
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else
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{
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{
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// This appears assymetric with Start() above but is not - setting m_active = false stops the loops
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// XXX: Possibly this should be in an explicit Stop() method for symmetry.
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m_active = false;
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m_active = false;
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}
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}
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}
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}
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@ -1331,10 +1333,18 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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public override void Start()
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{
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Start(true);
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}
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/// <summary>
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/// <summary>
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/// Start the scene
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/// Start the scene
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/// </summary>
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/// </summary>
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public void Start()
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/// <param name='startScripts'>
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/// Start the scripts within the scene.
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/// </param>
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public void Start(bool startScripts)
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{
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{
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m_active = true;
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m_active = true;
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@ -1353,6 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_heartbeatThread
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m_heartbeatThread
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= Watchdog.StartThread(
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= Watchdog.StartThread(
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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StartScripts();
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}
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}
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/// <summary>
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/// <summary>
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@ -561,6 +561,10 @@ namespace OpenSim.Region.Framework.Scenes
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get { return false; }
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get { return false; }
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}
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}
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public virtual void Start()
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{
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}
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public void Restart()
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public void Restart()
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{
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{
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// This has to be here to fire the event
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// This has to be here to fire the event
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