try to reduce potencial recursive locking
parent
39f5fd0f58
commit
63e6666f22
|
@ -86,7 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
/// <value>
|
||||
/// Land objects keyed by local id
|
||||
/// </value>
|
||||
private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
// private readonly Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
|
||||
//ubit: removed the readonly so i can move it around
|
||||
private Dictionary<int, ILandObject> m_landList = new Dictionary<int, ILandObject>();
|
||||
|
||||
private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
|
||||
|
||||
|
@ -242,15 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
{
|
||||
LandData newData = data.Copy();
|
||||
newData.LocalID = local_id;
|
||||
ILandObject landobj = null;
|
||||
|
||||
lock (m_landList)
|
||||
{
|
||||
if (m_landList.ContainsKey(local_id))
|
||||
{
|
||||
m_landList[local_id].LandData = newData;
|
||||
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
|
||||
landobj = m_landList[local_id];
|
||||
// m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
|
||||
}
|
||||
}
|
||||
if(landobj != null)
|
||||
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, landobj);
|
||||
}
|
||||
|
||||
public bool AllowedForcefulBans
|
||||
|
@ -280,14 +287,14 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
protected ILandObject CreateDefaultParcel()
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
|
||||
"[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
|
||||
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
|
||||
fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
|
||||
fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
|
||||
|
||||
return AddLandObject(fullSimParcel);
|
||||
|
||||
return AddLandObject(fullSimParcel);
|
||||
}
|
||||
|
||||
public List<ILandObject> AllParcels()
|
||||
|
@ -617,21 +624,28 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
/// </summary>
|
||||
public void Clear(bool setupDefaultParcel)
|
||||
{
|
||||
Dictionary<int, ILandObject> landworkList;
|
||||
// move to work pointer since we are deleting it all
|
||||
lock (m_landList)
|
||||
{
|
||||
foreach (ILandObject lo in m_landList.Values)
|
||||
{
|
||||
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
|
||||
}
|
||||
|
||||
m_landList.Clear();
|
||||
|
||||
ResetSimLandObjects();
|
||||
|
||||
if (setupDefaultParcel)
|
||||
CreateDefaultParcel();
|
||||
landworkList = m_landList;
|
||||
m_landList = new Dictionary<int, ILandObject>();
|
||||
}
|
||||
|
||||
// this 2 methods have locks (now)
|
||||
ResetSimLandObjects();
|
||||
|
||||
if (setupDefaultParcel)
|
||||
CreateDefaultParcel();
|
||||
|
||||
// fire outside events unlocked
|
||||
foreach (ILandObject lo in landworkList.Values)
|
||||
{
|
||||
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
|
||||
}
|
||||
landworkList.Clear();
|
||||
|
||||
}
|
||||
|
||||
private void performFinalLandJoin(ILandObject master, ILandObject slave)
|
||||
|
@ -1324,20 +1338,30 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
|
||||
{
|
||||
Dictionary<int, ILandObject> landworkList;
|
||||
// move to work pointer since we are deleting it all
|
||||
lock (m_landList)
|
||||
{
|
||||
landworkList = m_landList;
|
||||
m_landList = new Dictionary<int, ILandObject>();
|
||||
}
|
||||
|
||||
//Remove all the land objects in the sim and then process our new data
|
||||
foreach (int n in landworkList.Keys)
|
||||
{
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(landworkList[n].LandData.GlobalID);
|
||||
}
|
||||
landworkList.Clear();
|
||||
|
||||
lock (m_landList)
|
||||
{
|
||||
//Remove all the land objects in the sim and then process our new data
|
||||
foreach (int n in m_landList.Keys)
|
||||
{
|
||||
m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
|
||||
}
|
||||
m_landIDList.Initialize();
|
||||
m_landList.Clear();
|
||||
}
|
||||
|
||||
for (int i = 0; i < data.Count; i++)
|
||||
{
|
||||
IncomingLandObjectFromStorage(data[i]);
|
||||
}
|
||||
for (int i = 0; i < data.Count; i++)
|
||||
{
|
||||
IncomingLandObjectFromStorage(data[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1366,7 +1390,8 @@ namespace OpenSim.Region.CoreModules.World.Land
|
|||
|
||||
public void EventManagerOnNoLandDataFromStorage()
|
||||
{
|
||||
lock (m_landList)
|
||||
// called methods already have locks
|
||||
// lock (m_landList)
|
||||
{
|
||||
ResetSimLandObjects();
|
||||
CreateDefaultParcel();
|
||||
|
|
Loading…
Reference in New Issue