Last patch was a disaster... reset terrain whenever bug occurred. Trying again with some modifications on Mutex.

ThreadPoolClientBranch
Tedd Hansen 2008-02-02 05:28:39 +00:00
parent 1fa510d26d
commit 41516fa2c3
3 changed files with 67 additions and 68 deletions

View File

@ -50,6 +50,7 @@ namespace OpenSim.Framework.Data.MySQL
private const string m_landAccessListSelect = "select * from landaccesslist"; private const string m_landAccessListSelect = "select * from landaccesslist";
private DataSet m_dataSet; private DataSet m_dataSet;
private static object DBAccessLock = new object(); // Trying to use a static object because there might be other regions that keep modifying table
private MySqlDataAdapter m_primDataAdapter; private MySqlDataAdapter m_primDataAdapter;
private MySqlDataAdapter m_shapeDataAdapter; private MySqlDataAdapter m_shapeDataAdapter;
private MySqlDataAdapter m_itemsDataAdapter; private MySqlDataAdapter m_itemsDataAdapter;
@ -103,7 +104,7 @@ namespace OpenSim.Framework.Data.MySQL
TestTables(m_connection); TestTables(m_connection);
lock (m_dataSet) lock (DBAccessLock)
{ {
m_primTable = createPrimTable(); m_primTable = createPrimTable();
m_dataSet.Tables.Add(m_primTable); m_dataSet.Tables.Add(m_primTable);
@ -142,7 +143,7 @@ namespace OpenSim.Framework.Data.MySQL
public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID) public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
{ {
lock (m_dataSet) lock (DBAccessLock)
{ {
foreach (SceneObjectPart prim in obj.Children.Values) foreach (SceneObjectPart prim in obj.Children.Values)
{ {
@ -169,7 +170,7 @@ namespace OpenSim.Framework.Data.MySQL
DataTable shapes = m_shapeTable; DataTable shapes = m_shapeTable;
string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "'"; string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "'";
lock (m_dataSet) lock (DBAccessLock)
{ {
DataRow[] primRows = prims.Select(selectExp); DataRow[] primRows = prims.Select(selectExp);
foreach (DataRow row in primRows) foreach (DataRow row in primRows)
@ -225,7 +226,7 @@ namespace OpenSim.Framework.Data.MySQL
string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'"; string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
string orderByParent = "ParentID ASC"; string orderByParent = "ParentID ASC";
lock (m_dataSet) lock (DBAccessLock)
{ {
DataRow[] primsForRegion = prims.Select(byRegion, orderByParent); DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
MainLog.Instance.Verbose("DATASTORE", MainLog.Instance.Verbose("DATASTORE",
@ -335,7 +336,7 @@ namespace OpenSim.Framework.Data.MySQL
MainLog.Instance.Verbose("DATASTORE", "Storing terrain revision r" + revision.ToString()); MainLog.Instance.Verbose("DATASTORE", "Storing terrain revision r" + revision.ToString());
DataTable terrain = m_dataSet.Tables["terrain"]; DataTable terrain = m_dataSet.Tables["terrain"];
lock (m_dataSet) lock (DBAccessLock)
{ {
MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" + MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" +
" values(?RegionUUID, ?Revision, ?Heightfield)", m_connection); " values(?RegionUUID, ?Revision, ?Heightfield)", m_connection);
@ -396,7 +397,7 @@ namespace OpenSim.Framework.Data.MySQL
public void RemoveLandObject(LLUUID globalID) public void RemoveLandObject(LLUUID globalID)
{ {
lock (m_dataSet) lock (DBAccessLock)
{ {
using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection)) using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection))
{ {
@ -418,62 +419,47 @@ namespace OpenSim.Framework.Data.MySQL
{ {
MainLog.Instance.Verbose("DATASTORE", "Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))"); MainLog.Instance.Verbose("DATASTORE", "Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))");
System.Threading.Thread.Sleep(3000); System.Threading.Thread.Sleep(3000);
int loopCount = 0; lock (DBAccessLock)
while (true)
{ {
loopCount++; DataTable land = m_landTable;
try DataTable landaccesslist = m_landAccessListTable;
DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.globalID));
if (landRow == null)
{ {
lock (m_dataSet) landRow = land.NewRow();
{ fillLandRow(landRow, parcel.landData, regionUUID);
DataTable land = m_landTable; land.Rows.Add(landRow);
DataTable landaccesslist = m_landAccessListTable;
DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.globalID));
if (landRow == null)
{
landRow = land.NewRow();
fillLandRow(landRow, parcel.landData, regionUUID);
land.Rows.Add(landRow);
}
else
{
fillLandRow(landRow, parcel.landData, regionUUID);
}
using (
MySqlCommand cmd =
new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection))
{
cmd.Parameters.Add(
new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.globalID)));
cmd.ExecuteNonQuery();
}
foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.parcelAccessList)
{
DataRow newAccessRow = landaccesslist.NewRow();
fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
landaccesslist.Rows.Add(newAccessRow);
}
}
Commit();
break;
} }
catch (Exception ex) else
{ {
System.Console.WriteLine("Tedds temp fix exception, will repeat taks: " + ex.ToString()); fillLandRow(landRow, parcel.landData, regionUUID);
if (loopCount > 3)
throw (ex);
} }
using (
MySqlCommand cmd =
new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection))
{
cmd.Parameters.Add(new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.globalID)));
cmd.ExecuteNonQuery();
}
foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.parcelAccessList)
{
DataRow newAccessRow = landaccesslist.NewRow();
fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
landaccesslist.Rows.Add(newAccessRow);
}
Commit_NoLock();
} }
} }
public List<LandData> LoadLandObjects(LLUUID regionUUID) public List<LandData> LoadLandObjects(LLUUID regionUUID)
{ {
List<LandData> landDataForRegion = new List<LandData>(); List<LandData> landDataForRegion = new List<LandData>();
lock (m_dataSet) lock (DBAccessLock)
{ {
DataTable land = m_landTable; DataTable land = m_landTable;
DataTable landaccesslist = m_landAccessListTable; DataTable landaccesslist = m_landAccessListTable;
@ -535,26 +521,39 @@ namespace OpenSim.Framework.Data.MySQL
m_connection.Open(); m_connection.Open();
} }
lock (m_dataSet) lock (DBAccessLock)
{ {
// DisplayDataSet(m_dataSet, "Region DataSet"); // Moved code to own sub that can be called directly by "StoreLandObject".
// Problem is that:
m_primDataAdapter.Update(m_primTable); // - StoreLandObject locks
m_shapeDataAdapter.Update(m_shapeTable); // - Some other function waits for lock
// - StoreLandObject releases lock
if (persistPrimInventories) // - Other function obtains lock
{ // - StoreLandObject calls Commit that tries to take lock back
m_itemsDataAdapter.Update(m_itemsTable); // - When StoreLandObject's Commit finally gets lock the table has been changed and we crash
} Commit_NoLock();
m_terrainDataAdapter.Update(m_terrainTable);
m_landDataAdapter.Update(m_landTable);
m_landAccessListDataAdapter.Update(m_landAccessListTable);
m_dataSet.AcceptChanges();
} }
} }
private void Commit_NoLock()
{
// DisplayDataSet(m_dataSet, "Region DataSet");
m_primDataAdapter.Update(m_primTable);
m_shapeDataAdapter.Update(m_shapeTable);
if (persistPrimInventories)
{
m_itemsDataAdapter.Update(m_itemsTable);
}
m_terrainDataAdapter.Update(m_terrainTable);
m_landDataAdapter.Update(m_landTable);
m_landAccessListDataAdapter.Update(m_landAccessListTable);
m_dataSet.AcceptChanges();
}
public void Shutdown() public void Shutdown()
{ {
Commit(); Commit();
@ -1230,7 +1229,7 @@ namespace OpenSim.Framework.Data.MySQL
// For now, we're just going to crudely remove all the previous inventory items // For now, we're just going to crudely remove all the previous inventory items
// no matter whether they have changed or not, and replace them with the current set. // no matter whether they have changed or not, and replace them with the current set.
lock (m_dataSet) lock (DBAccessLock)
{ {
RemoveItems(primID); RemoveItems(primID);

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