More work on trying to get AvatarFactoryModule to play nicely with multiple threads
parent
e1d9275610
commit
8ad450f83e
|
@ -57,34 +57,27 @@ namespace OpenSim.Region.Environment.Modules
|
||||||
|
|
||||||
public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
|
public bool TryGetAvatarAppearance(LLUUID avatarId, out AvatarAppearance appearance)
|
||||||
{
|
{
|
||||||
appearance = CheckCache(avatarId);
|
|
||||||
if (appearance != null)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
//not in cache so check to see if another thread is already fetching it
|
|
||||||
//should only let one thread at a time do this part
|
//should only let one thread at a time do this part
|
||||||
EventWaitHandle waitHandle = null;
|
EventWaitHandle waitHandle = null;
|
||||||
|
bool fetchInProgress = false;
|
||||||
lock (m_syncLock)
|
lock (m_syncLock)
|
||||||
{
|
{
|
||||||
|
appearance = CheckCache(avatarId);
|
||||||
|
if (appearance != null)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
//not in cache so check to see if another thread is already fetching it
|
||||||
if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
|
if (m_fetchesInProgress.TryGetValue(avatarId, out waitHandle))
|
||||||
{
|
{
|
||||||
waitHandle.WaitOne();
|
fetchInProgress = true;
|
||||||
appearance = CheckCache(avatarId);
|
|
||||||
if (appearance != null)
|
|
||||||
{
|
|
||||||
waitHandle = null;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
waitHandle = null;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
fetchInProgress = false;
|
||||||
|
|
||||||
//no thread already fetching this appearance, so add a wait handle to list
|
//no thread already fetching this appearance, so add a wait handle to list
|
||||||
//for any following threads that want the same appearance
|
//for any following threads that want the same appearance
|
||||||
waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
|
waitHandle = new EventWaitHandle(false, EventResetMode.ManualReset);
|
||||||
|
@ -92,62 +85,84 @@ namespace OpenSim.Region.Environment.Modules
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (fetchInProgress)
|
||||||
//this is the first thread to request this appearance
|
|
||||||
//so let it check the db and if not found then create a default appearance
|
|
||||||
//and add that to the cache
|
|
||||||
appearance = CheckDatabase(avatarId);
|
|
||||||
if (appearance != null)
|
|
||||||
{
|
{
|
||||||
//appearance has now been added to cache so lets pulse any waiting threads
|
waitHandle.WaitOne();
|
||||||
lock (m_syncLock)
|
appearance = CheckCache(avatarId);
|
||||||
|
if (appearance != null)
|
||||||
{
|
{
|
||||||
m_fetchesInProgress.Remove(avatarId);
|
waitHandle = null;
|
||||||
waitHandle.Set();
|
return true;
|
||||||
}
|
}
|
||||||
waitHandle = null;
|
else
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
//not found a appearance for the user, so create a new default one
|
|
||||||
appearance = CreateDefault(avatarId);
|
|
||||||
if (appearance != null)
|
|
||||||
{
|
|
||||||
//update database
|
|
||||||
if (m_enablePersist)
|
|
||||||
{
|
{
|
||||||
m_appearanceMapper.Add(avatarId.UUID, appearance);
|
waitHandle = null;
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//add appearance to dictionary cache
|
|
||||||
lock (m_avatarsAppearance)
|
|
||||||
{
|
|
||||||
m_avatarsAppearance[avatarId] = appearance;
|
|
||||||
}
|
|
||||||
|
|
||||||
//appearance has now been added to cache so lets pulse any waiting threads
|
|
||||||
lock (m_syncLock)
|
|
||||||
{
|
|
||||||
m_fetchesInProgress.Remove(avatarId);
|
|
||||||
waitHandle.Set();
|
|
||||||
}
|
|
||||||
waitHandle = null;
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//something went wrong, so release the wait handle and remove it
|
Thread.Sleep(5000);
|
||||||
//all waiting threads will fail to find cached appearance
|
|
||||||
//but its better for them to fail than wait for ever
|
|
||||||
lock (m_syncLock)
|
|
||||||
{
|
|
||||||
m_fetchesInProgress.Remove(avatarId);
|
|
||||||
waitHandle.Set();
|
|
||||||
}
|
|
||||||
waitHandle = null;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
//this is the first thread to request this appearance
|
||||||
|
//so let it check the db and if not found then create a default appearance
|
||||||
|
//and add that to the cache
|
||||||
|
appearance = CheckDatabase(avatarId);
|
||||||
|
if (appearance != null)
|
||||||
|
{
|
||||||
|
//appearance has now been added to cache so lets pulse any waiting threads
|
||||||
|
lock (m_syncLock)
|
||||||
|
{
|
||||||
|
m_fetchesInProgress.Remove(avatarId);
|
||||||
|
waitHandle.Set();
|
||||||
|
}
|
||||||
|
// waitHandle.Close();
|
||||||
|
waitHandle = null;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
//not found a appearance for the user, so create a new default one
|
||||||
|
appearance = CreateDefault(avatarId);
|
||||||
|
if (appearance != null)
|
||||||
|
{
|
||||||
|
//update database
|
||||||
|
if (m_enablePersist)
|
||||||
|
{
|
||||||
|
m_appearanceMapper.Add(avatarId.UUID, appearance);
|
||||||
|
}
|
||||||
|
|
||||||
|
//add appearance to dictionary cache
|
||||||
|
lock (m_avatarsAppearance)
|
||||||
|
{
|
||||||
|
m_avatarsAppearance[avatarId] = appearance;
|
||||||
|
}
|
||||||
|
|
||||||
|
//appearance has now been added to cache so lets pulse any waiting threads
|
||||||
|
lock (m_syncLock)
|
||||||
|
{
|
||||||
|
m_fetchesInProgress.Remove(avatarId);
|
||||||
|
waitHandle.Set();
|
||||||
|
}
|
||||||
|
// waitHandle.Close();
|
||||||
|
waitHandle = null;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//something went wrong, so release the wait handle and remove it
|
||||||
|
//all waiting threads will fail to find cached appearance
|
||||||
|
//but its better for them to fail than wait for ever
|
||||||
|
lock (m_syncLock)
|
||||||
|
{
|
||||||
|
m_fetchesInProgress.Remove(avatarId);
|
||||||
|
waitHandle.Set();
|
||||||
|
}
|
||||||
|
//waitHandle.Close();
|
||||||
|
waitHandle = null;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private AvatarAppearance CreateDefault(LLUUID avatarId)
|
private AvatarAppearance CreateDefault(LLUUID avatarId)
|
||||||
|
@ -197,8 +212,10 @@ namespace OpenSim.Region.Environment.Modules
|
||||||
|
|
||||||
public void Initialise(Scene scene, IConfigSource source)
|
public void Initialise(Scene scene, IConfigSource source)
|
||||||
{
|
{
|
||||||
scene.RegisterModuleInterface<IAvatarFactory>(this);
|
|
||||||
scene.EventManager.OnNewClient += NewClient;
|
scene.RegisterModuleInterface<IAvatarFactory>(this);
|
||||||
|
scene.EventManager.OnNewClient += NewClient;
|
||||||
|
|
||||||
|
|
||||||
if (m_scene == null)
|
if (m_scene == null)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue