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
parent
4c812884be
commit
4748c19bdb
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@ -351,7 +351,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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//List<ulong> childRegions = avatar.KnownRegionHandles;
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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@ -1110,8 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Kick all ROOT agents with the message, 'The simulator is going down'
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ForEachScenePresence(delegate(ScenePresence avatar)
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{
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if (avatar.KnownChildRegionHandles.Contains(RegionInfo.RegionHandle))
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avatar.KnownChildRegionHandles.Remove(RegionInfo.RegionHandle);
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avatar.RemoveNeighbourRegion(RegionInfo.RegionHandle);
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if (!avatar.IsChildAgent)
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avatar.ControllingClient.Kick("The simulator is going down.");
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@ -3104,13 +3103,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (closeChildAgents && !avatar.IsChildAgent)
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{
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//List<ulong> childknownRegions = new List<ulong>();
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//List<ulong> ckn = avatar.KnownChildRegionHandles;
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//for (int i = 0; i < ckn.Count; i++)
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//{
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// childknownRegions.Add(ckn[i]);
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//}
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List<ulong> regions = new List<ulong>(avatar.KnownChildRegionHandles);
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List<ulong> regions = avatar.KnownRegionHandles;
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regions.Remove(RegionInfo.RegionHandle);
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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}
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@ -3181,7 +3174,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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for (int i = 0; i < regionslst.Count; i++)
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{
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av.KnownChildRegionHandles.Remove(regionslst[i]);
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av.RemoveNeighbourRegion(regionslst[i]);
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}
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}
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}
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@ -3674,7 +3667,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
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{
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m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, new List<ulong>(loggingOffUser.KnownRegions.Keys));
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m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
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loggingOffUser.ControllingClient.Kick(message);
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// Give them a second to receive the message!
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Thread.Sleep(1000);
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@ -229,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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uint x = 0, y = 0;
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List<string> simulatorList = new List<string>();
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foreach (ulong regionHandle in presence.KnownChildRegionHandles)
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foreach (ulong regionHandle in presence.KnownRegionHandles)
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{
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if (regionHandle != m_regionInfo.RegionHandle)
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{
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@ -219,11 +219,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// neighbouring regions we have enabled a child agent in
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// holds the seed cap for the child agent in that region
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private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
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/// <summary>
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/// Copy of the script states while the agent is in transit. This state may
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/// need to be placed back in case of transfer fail.
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@ -635,29 +630,6 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_health = value; }
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}
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/// <summary>
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/// These are the region handles known by the avatar.
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/// </summary>
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public List<ulong> KnownChildRegionHandles
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{
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get
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{
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if (m_knownChildRegions.Count == 0)
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return new List<ulong>();
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else
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return new List<ulong>(m_knownChildRegions.Keys);
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}
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}
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public Dictionary<ulong, string> KnownRegions
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{
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get { return m_knownChildRegions; }
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set
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{
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m_knownChildRegions = value;
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}
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}
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private ISceneViewer m_sceneViewer;
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public ISceneViewer SceneViewer
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@ -1105,6 +1077,10 @@ namespace OpenSim.Region.Framework.Scenes
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ControllingClient.StopFlying(this);
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}
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// neighbouring regions we have enabled a child agent in
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// holds the seed cap for the child agent in that region
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private Dictionary<ulong, string> m_knownChildRegions = new Dictionary<ulong, string>();
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public void AddNeighbourRegion(ulong regionHandle, string cap)
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{
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lock (m_knownChildRegions)
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@ -1122,11 +1098,11 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_knownChildRegions)
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{
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if (m_knownChildRegions.ContainsKey(regionHandle))
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{
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// Checking ContainsKey is redundant as Remove works either way and returns a bool
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// This is here to allow the Debug output to be conditional on removal
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//if (m_knownChildRegions.ContainsKey(regionHandle))
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// m_log.DebugFormat(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
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m_knownChildRegions.Remove(regionHandle);
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//m_log.Debug(" !!! removing known region {0} in {1}. Count = {2}", regionHandle, Scene.RegionInfo.RegionName, m_knownChildRegions.Count);
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}
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}
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}
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@ -1139,9 +1115,37 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public List<ulong> GetKnownRegionList()
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public Dictionary<ulong, string> KnownRegions
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{
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return new List<ulong>(m_knownChildRegions.Keys);
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get
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{
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lock (m_knownChildRegions)
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return new Dictionary<ulong, string>(m_knownChildRegions);
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}
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set
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{
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// Replacing the reference is atomic but we still need to lock on
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// the original dictionary object which may be in use elsewhere
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lock (m_knownChildRegions)
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m_knownChildRegions = value;
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}
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}
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public List<ulong> KnownRegionHandles
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{
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get
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{
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return new List<ulong>(KnownRegions.Keys);
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}
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}
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public int KnownRegionCount
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{
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get
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{
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lock (m_knownChildRegions)
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return m_knownChildRegions.Count;
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}
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}
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#endregion
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@ -2730,7 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Throttles
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float multiplier = 1;
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int childRegions = m_knownChildRegions.Count;
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int childRegions = KnownRegionCount;
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if (childRegions != 0)
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multiplier = 1f / childRegions;
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@ -2983,14 +2987,13 @@ namespace OpenSim.Region.Framework.Scenes
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public void CloseChildAgents(uint newRegionX, uint newRegionY)
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{
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List<ulong> byebyeRegions = new List<ulong>();
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List<ulong> knownRegions = KnownRegionHandles;
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Closing child agents. Checking {0} regions in {1}",
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m_knownChildRegions.Keys.Count, Scene.RegionInfo.RegionName);
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knownRegions.Count, Scene.RegionInfo.RegionName);
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//DumpKnownRegions();
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lock (m_knownChildRegions)
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{
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foreach (ulong handle in m_knownChildRegions.Keys)
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foreach (ulong handle in knownRegions)
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{
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// Don't close the agent on this region yet
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if (handle != Scene.RegionInfo.RegionHandle)
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@ -3008,7 +3011,6 @@ 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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if (byebyeRegions.Count > 0)
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{
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@ -3123,7 +3125,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Throttles
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float multiplier = 1;
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int childRegions = m_knownChildRegions.Count;
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int childRegions = KnownRegionCount;
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if (childRegions != 0)
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multiplier = 1f / childRegions;
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@ -3434,10 +3436,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsChildAgent)
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m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false);
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lock (m_knownChildRegions)
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{
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m_knownChildRegions.Clear();
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}
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// Clear known regions
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KnownRegions = new Dictionary<ulong, string>();
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lock (m_reprioritization_timer)
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{
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@ -217,9 +217,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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presence.AddNeighbourRegion(region2, cap);
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presence.AddNeighbourRegion(region3, cap);
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List<ulong> neighbours = presence.GetKnownRegionList();
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Assert.That(neighbours.Count, Is.EqualTo(2));
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Assert.That(presence.KnownRegionCount, Is.EqualTo(2));
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}
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[Test]
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@ -230,8 +228,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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ScenePresence presence = scene.GetScenePresence(agent1);
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presence.RemoveNeighbourRegion(region3);
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List<ulong> neighbours = presence.GetKnownRegionList();
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Assert.That(neighbours.Count,Is.EqualTo(1));
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Assert.That(presence.KnownRegionCount,Is.EqualTo(1));
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/*
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presence.MakeChildAgent;
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presence.MakeRootAgent;
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