Last patch was a disaster... reset terrain whenever bug occurred. Trying again with some modifications on Mutex.
parent
1fa510d26d
commit
41516fa2c3
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@ -50,6 +50,7 @@ namespace OpenSim.Framework.Data.MySQL
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private const string m_landAccessListSelect = "select * from landaccesslist";
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private const string m_landAccessListSelect = "select * from landaccesslist";
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private DataSet m_dataSet;
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private DataSet m_dataSet;
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private static object DBAccessLock = new object(); // Trying to use a static object because there might be other regions that keep modifying table
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private MySqlDataAdapter m_primDataAdapter;
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private MySqlDataAdapter m_primDataAdapter;
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private MySqlDataAdapter m_shapeDataAdapter;
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private MySqlDataAdapter m_shapeDataAdapter;
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private MySqlDataAdapter m_itemsDataAdapter;
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private MySqlDataAdapter m_itemsDataAdapter;
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@ -103,7 +104,7 @@ namespace OpenSim.Framework.Data.MySQL
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TestTables(m_connection);
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TestTables(m_connection);
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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m_primTable = createPrimTable();
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m_primTable = createPrimTable();
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m_dataSet.Tables.Add(m_primTable);
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m_dataSet.Tables.Add(m_primTable);
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@ -142,7 +143,7 @@ namespace OpenSim.Framework.Data.MySQL
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public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
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public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
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{
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{
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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foreach (SceneObjectPart prim in obj.Children.Values)
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foreach (SceneObjectPart prim in obj.Children.Values)
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{
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{
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@ -169,7 +170,7 @@ namespace OpenSim.Framework.Data.MySQL
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DataTable shapes = m_shapeTable;
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DataTable shapes = m_shapeTable;
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string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "'";
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string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "'";
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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DataRow[] primRows = prims.Select(selectExp);
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DataRow[] primRows = prims.Select(selectExp);
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foreach (DataRow row in primRows)
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foreach (DataRow row in primRows)
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@ -225,7 +226,7 @@ namespace OpenSim.Framework.Data.MySQL
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string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
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string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
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string orderByParent = "ParentID ASC";
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string orderByParent = "ParentID ASC";
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
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DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
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MainLog.Instance.Verbose("DATASTORE",
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MainLog.Instance.Verbose("DATASTORE",
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@ -335,7 +336,7 @@ namespace OpenSim.Framework.Data.MySQL
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MainLog.Instance.Verbose("DATASTORE", "Storing terrain revision r" + revision.ToString());
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MainLog.Instance.Verbose("DATASTORE", "Storing terrain revision r" + revision.ToString());
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DataTable terrain = m_dataSet.Tables["terrain"];
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DataTable terrain = m_dataSet.Tables["terrain"];
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" +
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MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" +
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" values(?RegionUUID, ?Revision, ?Heightfield)", m_connection);
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" values(?RegionUUID, ?Revision, ?Heightfield)", m_connection);
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@ -396,7 +397,7 @@ namespace OpenSim.Framework.Data.MySQL
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public void RemoveLandObject(LLUUID globalID)
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public void RemoveLandObject(LLUUID globalID)
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{
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{
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection))
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using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection))
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{
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{
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@ -419,61 +420,46 @@ namespace OpenSim.Framework.Data.MySQL
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MainLog.Instance.Verbose("DATASTORE", "Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))");
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MainLog.Instance.Verbose("DATASTORE", "Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))");
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System.Threading.Thread.Sleep(3000);
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System.Threading.Thread.Sleep(3000);
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int loopCount = 0;
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lock (DBAccessLock)
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while (true)
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{
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{
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loopCount++;
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DataTable land = m_landTable;
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try
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DataTable landaccesslist = m_landAccessListTable;
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DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.globalID));
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if (landRow == null)
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{
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{
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lock (m_dataSet)
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landRow = land.NewRow();
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{
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fillLandRow(landRow, parcel.landData, regionUUID);
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DataTable land = m_landTable;
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land.Rows.Add(landRow);
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DataTable landaccesslist = m_landAccessListTable;
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DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.globalID));
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if (landRow == null)
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{
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landRow = land.NewRow();
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fillLandRow(landRow, parcel.landData, regionUUID);
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land.Rows.Add(landRow);
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}
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else
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{
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fillLandRow(landRow, parcel.landData, regionUUID);
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}
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using (
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MySqlCommand cmd =
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new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection))
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{
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cmd.Parameters.Add(
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new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.globalID)));
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cmd.ExecuteNonQuery();
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}
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foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.parcelAccessList)
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{
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DataRow newAccessRow = landaccesslist.NewRow();
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fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
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landaccesslist.Rows.Add(newAccessRow);
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}
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}
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Commit();
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break;
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}
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}
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catch (Exception ex)
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else
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{
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{
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System.Console.WriteLine("Tedds temp fix exception, will repeat taks: " + ex.ToString());
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fillLandRow(landRow, parcel.landData, regionUUID);
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if (loopCount > 3)
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throw (ex);
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}
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}
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using (
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MySqlCommand cmd =
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new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection))
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{
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cmd.Parameters.Add(new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.globalID)));
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cmd.ExecuteNonQuery();
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}
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foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.parcelAccessList)
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{
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DataRow newAccessRow = landaccesslist.NewRow();
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fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
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landaccesslist.Rows.Add(newAccessRow);
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}
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Commit_NoLock();
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}
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}
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}
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}
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public List<LandData> LoadLandObjects(LLUUID regionUUID)
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public List<LandData> LoadLandObjects(LLUUID regionUUID)
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{
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{
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List<LandData> landDataForRegion = new List<LandData>();
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List<LandData> landDataForRegion = new List<LandData>();
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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DataTable land = m_landTable;
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DataTable land = m_landTable;
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DataTable landaccesslist = m_landAccessListTable;
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DataTable landaccesslist = m_landAccessListTable;
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@ -535,26 +521,39 @@ namespace OpenSim.Framework.Data.MySQL
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m_connection.Open();
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m_connection.Open();
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}
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}
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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// DisplayDataSet(m_dataSet, "Region DataSet");
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// Moved code to own sub that can be called directly by "StoreLandObject".
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// Problem is that:
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m_primDataAdapter.Update(m_primTable);
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// - StoreLandObject locks
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m_shapeDataAdapter.Update(m_shapeTable);
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// - Some other function waits for lock
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// - StoreLandObject releases lock
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if (persistPrimInventories)
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// - Other function obtains lock
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{
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// - StoreLandObject calls Commit that tries to take lock back
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m_itemsDataAdapter.Update(m_itemsTable);
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// - When StoreLandObject's Commit finally gets lock the table has been changed and we crash
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}
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Commit_NoLock();
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m_terrainDataAdapter.Update(m_terrainTable);
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m_landDataAdapter.Update(m_landTable);
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m_landAccessListDataAdapter.Update(m_landAccessListTable);
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m_dataSet.AcceptChanges();
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}
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}
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}
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}
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private void Commit_NoLock()
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{
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// DisplayDataSet(m_dataSet, "Region DataSet");
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m_primDataAdapter.Update(m_primTable);
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m_shapeDataAdapter.Update(m_shapeTable);
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if (persistPrimInventories)
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{
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m_itemsDataAdapter.Update(m_itemsTable);
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}
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m_terrainDataAdapter.Update(m_terrainTable);
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m_landDataAdapter.Update(m_landTable);
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m_landAccessListDataAdapter.Update(m_landAccessListTable);
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m_dataSet.AcceptChanges();
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}
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public void Shutdown()
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public void Shutdown()
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{
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{
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Commit();
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Commit();
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@ -1230,7 +1229,7 @@ namespace OpenSim.Framework.Data.MySQL
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// For now, we're just going to crudely remove all the previous inventory items
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// For now, we're just going to crudely remove all the previous inventory items
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// no matter whether they have changed or not, and replace them with the current set.
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// no matter whether they have changed or not, and replace them with the current set.
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lock (m_dataSet)
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lock (DBAccessLock)
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{
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{
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RemoveItems(primID);
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RemoveItems(primID);
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