Lock around EventQueue manipulation in ScriptInstance.SetState() as queues are not thread-safe structures.
This should also make it less likely that an event will be erroneously posted during a state change by precluding a race condition with a thread calling ScriptInstance.PostEvent()inv-download
parent
b4b13510e8
commit
7410924de0
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@ -618,26 +618,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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{
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{
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if (state == State)
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if (state == State)
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return;
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return;
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// Remove all queued events, remembering the last timer event
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EventParams lastTimerEv = null;
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EventParams lastTimerEv = null;
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while (EventQueue.Count > 0)
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lock (EventQueue)
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{
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{
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EventParams tempv = (EventParams)EventQueue.Dequeue();
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// Remove all queued events, remembering the last timer event
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if (tempv.EventName == "timer") lastTimerEv = tempv;
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while (EventQueue.Count > 0)
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{
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EventParams tempv = (EventParams)EventQueue.Dequeue();
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if (tempv.EventName == "timer") lastTimerEv = tempv;
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}
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// Post events
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PostEvent(new EventParams("state_exit", new Object[0],
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new DetectParams[0]));
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PostEvent(new EventParams("state", new Object[] { state },
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new DetectParams[0]));
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PostEvent(new EventParams("state_entry", new Object[0],
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new DetectParams[0]));
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// Requeue the timer event after the state changing events
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if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv);
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// This will stop events from being queued and processed
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// until the new state is started
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m_StateChangeInProgress = true;
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}
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}
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// Post events
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PostEvent(new EventParams("state_exit", new Object[0],
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new DetectParams[0]));
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PostEvent(new EventParams("state", new Object[] { state },
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new DetectParams[0]));
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PostEvent(new EventParams("state_entry", new Object[0],
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new DetectParams[0]));
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// Requeue the timer event after the state changing events
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if (lastTimerEv != null) EventQueue.Enqueue(lastTimerEv);
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// This will stop events from being queued and processed
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// until the new state is started
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m_StateChangeInProgress = true;
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throw new EventAbortException();
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throw new EventAbortException();
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}
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}
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