Refactored "known child region" in ScenePresence. There were 4 different

ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
remove-scene-viewer
Dan Lake 2011-10-06 22:47:33 -07:00
parent 4c812884be
commit 4748c19bdb
5 changed files with 79 additions and 89 deletions

View File

@ -351,7 +351,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// the avatar.Close below will clear the child region list. We need this below for (possibly) // the avatar.Close below will clear the child region list. We need this below for (possibly)
// closing the child agents, so save it here (we need a copy as it is Clear()-ed). // closing the child agents, so save it here (we need a copy as it is Clear()-ed).
//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList()); //List<ulong> childRegions = avatar.KnownRegionHandles;
// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport // Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
// failure at this point (unlike a border crossing failure). So perhaps this can never fail // failure at this point (unlike a border crossing failure). So perhaps this can never fail
// once we reach here... // once we reach here...

View File

@ -1110,8 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
// Kick all ROOT agents with the message, 'The simulator is going down' // Kick all ROOT agents with the message, 'The simulator is going down'
ForEachScenePresence(delegate(ScenePresence avatar) ForEachScenePresence(delegate(ScenePresence avatar)
{ {
if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle)) avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle);
if (!avatar.IsChildAgent) if (!avatar.IsChildAgent)
avatar.ControllingClient.Kick("The simulator is going down."); avatar.ControllingClient.Kick("The simulator is going down.");
@ -3104,13 +3103,7 @@ namespace OpenSim.Region.Framework.Scenes
if (closeChildAgents && !avatar.IsChildAgent) if (closeChildAgents && !avatar.IsChildAgent)
{ {
//List<ulong> childknownRegions = new List<ulong>(); List<ulong> regions = avatar.KnownRegionHandles;
//List<ulong> ckn = avatar.KnownChildRegionHandles;
//for (int i = 0; i < ckn.Count; i++)
//{
// childknownRegions.Add(ckn[i]);
//}
List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
regions.Remove(RegionInfo.RegionHandle); regions.Remove(RegionInfo.RegionHandle);
m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
} }
@ -3181,7 +3174,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
for (int i = 0; i < regionslst.Count; i++) for (int i = 0; i < regionslst.Count; i++)
{ {
av.KnownChildRegionHandles.Remove(regionslst[i]); av.RemoveNeighbourRegion(regionslst[i]);
} }
} }
} }
@ -3674,7 +3667,7 @@ namespace OpenSim.Region.Framework.Scenes
if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
{ {
m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys)); m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
loggingOffUser.ControllingClient.Kick(message); loggingOffUser.ControllingClient.Kick(message);
// Give them a second to receive the message! // Give them a second to receive the message!
Thread.Sleep(1000); Thread.Sleep(1000);

View File

@ -229,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
uint x = 0, y = 0; uint x = 0, y = 0;
List<string> simulatorList = new List<string>(); List<string> simulatorList = new List<string>();
foreach (ulong regionHandle in presence.KnownChildRegionHandles) foreach (ulong regionHandle in presence.KnownRegionHandles)
{ {
if (regionHandle != m_regionInfo.RegionHandle) if (regionHandle != m_regionInfo.RegionHandle)
{ {

View File

@ -219,11 +219,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
// neighbouring regions we have enabled a child agent in
// holds the seed cap for the child agent in that region
private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
/// <summary> /// <summary>
/// Copy of the script states while the agent is in transit. This state may /// Copy of the script states while the agent is in transit. This state may
/// need to be placed back in case of transfer fail. /// need to be placed back in case of transfer fail.
@ -635,29 +630,6 @@ namespace OpenSim.Region.Framework.Scenes
set { m_health = value; } set { m_health = value; }
} }
/// <summary>
/// These are the region handles known by the avatar.
/// </summary>
public List<ulong> KnownChildRegionHandles
{
get
{
if (m_knownChildRegions.Count == 0)
return new List<ulong>();
else
return new List<ulong>(m_knownChildRegions.Keys);
}
}
public Dictionary<ulong, string> KnownRegions
{
get { return m_knownChildRegions; }
set
{
m_knownChildRegions = value;
}
}
private ISceneViewer m_sceneViewer; private ISceneViewer m_sceneViewer;
public ISceneViewer SceneViewer public ISceneViewer SceneViewer
@ -1105,6 +1077,10 @@ namespace OpenSim.Region.Framework.Scenes
ControllingClient.StopFlying(this); ControllingClient.StopFlying(this);
} }
// neighbouring regions we have enabled a child agent in
// holds the seed cap for the child agent in that region
private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
public void AddNeighbourRegion(ulong regionHandle, string cap) public void AddNeighbourRegion(ulong regionHandle, string cap)
{ {
lock (m_knownChildRegions) lock (m_knownChildRegions)
@ -1122,11 +1098,11 @@ namespace OpenSim.Region.Framework.Scenes
{ {
lock (m_knownChildRegions) lock (m_knownChildRegions)
{ {
if (m_knownChildRegions.ContainsKey(regionHandle)) // Checking ContainsKey is redundant as Remove works either way and returns a bool
{ // This is here to allow the Debug output to be conditional on removal
//if (m_knownChildRegions.ContainsKey(regionHandle))
// m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
m_knownChildRegions.Remove(regionHandle); m_knownChildRegions.Remove(regionHandle);
//m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
}
} }
} }
@ -1139,9 +1115,37 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
public List<ulong> GetKnownRegionList() public Dictionary<ulong, string> KnownRegions
{ {
return new List<ulong>(m_knownChildRegions.Keys); get
{
lock (m_knownChildRegions)
return new Dictionary<ulong, string>(m_knownChildRegions);
}
set
{
// Replacing the reference is atomic but we still need to lock on
// the original dictionary object which may be in use elsewhere
lock (m_knownChildRegions)
m_knownChildRegions = value;
}
}
public List<ulong> KnownRegionHandles
{
get
{
return new List<ulong>(KnownRegions.Keys);
}
}
public int KnownRegionCount
{
get
{
lock (m_knownChildRegions)
return m_knownChildRegions.Count;
}
} }
#endregion #endregion
@ -2730,7 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes
// Throttles // Throttles
float multiplier = 1; float multiplier = 1;
int childRegions = m_knownChildRegions.Count; int childRegions = KnownRegionCount;
if (childRegions != 0) if (childRegions != 0)
multiplier = 1f / childRegions; multiplier = 1f / childRegions;
@ -2983,14 +2987,13 @@ namespace OpenSim.Region.Framework.Scenes
public void CloseChildAgents(uint newRegionX, uint newRegionY) public void CloseChildAgents(uint newRegionX, uint newRegionY)
{ {
List<ulong> byebyeRegions = new List<ulong>(); List<ulong> byebyeRegions = new List<ulong>();
List<ulong> knownRegions = KnownRegionHandles;
m_log.DebugFormat( m_log.DebugFormat(
"[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}", "[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName); knownRegions.Count, Scene.RegionInfo.RegionName);
//DumpKnownRegions(); //DumpKnownRegions();
lock (m_knownChildRegions) foreach (ulong handle in knownRegions)
{
foreach (ulong handle in m_knownChildRegions.Keys)
{ {
// Don't close the agent on this region yet // Don't close the agent on this region yet
if (handle != Scene.RegionInfo.RegionHandle) if (handle != Scene.RegionInfo.RegionHandle)
@ -3008,7 +3011,6 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
}
if (byebyeRegions.Count > 0) if (byebyeRegions.Count > 0)
{ {
@ -3123,7 +3125,7 @@ namespace OpenSim.Region.Framework.Scenes
// Throttles // Throttles
float multiplier = 1; float multiplier = 1;
int childRegions = m_knownChildRegions.Count; int childRegions = KnownRegionCount;
if (childRegions != 0) if (childRegions != 0)
multiplier = 1f / childRegions; multiplier = 1f / childRegions;
@ -3434,10 +3436,8 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsChildAgent) if (!IsChildAgent)
m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false); m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false);
lock (m_knownChildRegions) // Clear known regions
{ KnownRegions = new Dictionary<ulong, string>();
m_knownChildRegions.Clear();
}
lock (m_reprioritization_timer) lock (m_reprioritization_timer)
{ {

View File

@ -217,9 +217,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
presence.AddNeighbourRegion(region2, cap); presence.AddNeighbourRegion(region2, cap);
presence.AddNeighbourRegion(region3, cap); presence.AddNeighbourRegion(region3, cap);
List<ulong> neighbours = presence.GetKnownRegionList(); Assert.That(presence.KnownRegionCount, Is.EqualTo(2));
Assert.That(neighbours.Count, Is.EqualTo(2));
} }
[Test] [Test]
@ -230,8 +228,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
ScenePresence presence = scene.GetScenePresence(agent1); ScenePresence presence = scene.GetScenePresence(agent1);
presence.RemoveNeighbourRegion(region3); presence.RemoveNeighbourRegion(region3);
List<ulong> neighbours = presence.GetKnownRegionList(); Assert.That(presence.KnownRegionCount,Is.EqualTo(1));
Assert.That(neighbours.Count,Is.EqualTo(1));
/* /*
presence.MakeChildAgent; presence.MakeChildAgent;
presence.MakeRootAgent; presence.MakeRootAgent;