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