For clients that are entering a simulator from initial login, stop executing FriendsModule.FetchFriendslist() asychronously.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated. Changing this to synchronous may improve issues where a user does not see friends as online even though they are. I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.iar_mods
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@ -79,9 +79,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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protected IFriendsService m_FriendsService = null;
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protected FriendsSimConnector m_FriendsSimConnector;
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protected Dictionary<UUID, UserFriendData> m_Friends =
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new Dictionary<UUID, UserFriendData>();
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/// <summary>
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/// Cache friends lists for users.
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/// </summary>
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/// <remarks>
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/// This is a complex and error-prone thing to do. At the moment, we assume that the efficiency gained in
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/// permissions checks outweighs the disadvantages of that complexity.
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/// </remarks>
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protected Dictionary<UUID, UserFriendData> m_Friends = new Dictionary<UUID, UserFriendData>();
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/// <summary>
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/// Maintain a record of viewers that need to be sent notifications for friends that are online. This only
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/// needs to be done on login. Subsequent online/offline friend changes are sent by a different mechanism.
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/// </summary>
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protected HashSet<UUID> m_NeedsListOfFriends = new HashSet<UUID>();
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protected IPresenceService PresenceService
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@ -189,6 +199,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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{
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if (!m_Enabled)
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return;
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m_log.DebugFormat("[FRIENDS MODULE]: AddRegion on {0}", Name);
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m_Scenes.Add(scene);
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@ -244,12 +255,23 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends
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client.OnTerminateFriendship += (thisClient, agentID, exfriendID) => RemoveFriendship(thisClient, exfriendID);
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client.OnGrantUserRights += OnGrantUserRights;
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Util.FireAndForget(delegate { FetchFriendslist(client); });
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// Do not do this asynchronously. If we do, then subsequent code can outrace FetchFriendsList() and
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// return misleading results from the still empty friends cache.
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// If we absolutely need to do this asynchronously, then a signalling mechanism is needed so that calls
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// to GetFriends() will wait until FetchFriendslist() completes. Locks are insufficient.
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FetchFriendslist(client);
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}
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/// <summary>
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/// Fetch the friends list or increment the refcount for the existing
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/// friends list
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/// friends list.
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/// </summary>
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/// <param name="client">
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/// </param>
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/// <returns>
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/// Returns true if the list was fetched, false if it wasn't
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/// </returns>
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protected virtual bool FetchFriendslist(IClientAPI client)
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{
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UUID agentID = client.AgentId;
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@ -480,7 +480,6 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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protected bool IsFriendWithPerms(UUID user,UUID objectOwner)
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{
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if (user == UUID.Zero)
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return false;
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@ -73,8 +73,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public event OnNewClientDelegate OnNewClient;
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public delegate void OnClientLoginDelegate(IClientAPI client);
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public event OnClientLoginDelegate OnClientLogin;
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/// <summary>
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/// Fired if the client entering this sim is doing so as a new login
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/// </summary>
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public event Action<IClientAPI> OnClientLogin;
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public delegate void OnNewPresenceDelegate(ScenePresence presence);
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@ -651,10 +653,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void TriggerOnClientLogin(IClientAPI client)
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{
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OnClientLoginDelegate handlerClientLogin = OnClientLogin;
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Action<IClientAPI> handlerClientLogin = OnClientLogin;
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if (handlerClientLogin != null)
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{
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foreach (OnClientLoginDelegate d in handlerClientLogin.GetInvocationList())
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foreach (Action<IClientAPI> d in handlerClientLogin.GetInvocationList())
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{
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try
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{
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