Changed locks to prevent deadlocks (especially during multi-region Load OAR)

user_profiles
Oren Hurvitz 2012-08-09 14:51:05 +03:00 committed by Justin Clark-Casey (justincc)
parent d2f4ca0dfe
commit 9784e4e07d
3 changed files with 61 additions and 39 deletions

View File

@ -603,15 +603,20 @@ namespace OpenSim.Region.CoreModules.World.Archiver
/// <param name="uuid"></param>
/// <returns></returns>
private bool ResolveUserUuid(Scene scene, UUID uuid)
{
lock (m_validUserUuids)
{
if (!m_validUserUuids.ContainsKey(uuid))
{
// Note: we call GetUserAccount() inside the lock because this UserID is likely
// to occur many times, and we only want to query the users service once.
UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, uuid);
m_validUserUuids.Add(uuid, account != null);
}
return m_validUserUuids[uuid];
}
}
/// <summary>
/// Look up the given group id to check whether it's one that is valid for this grid.
@ -623,20 +628,27 @@ namespace OpenSim.Region.CoreModules.World.Archiver
if (uuid == UUID.Zero)
return true; // this means the object has no group
lock (m_validGroupUuids)
{
if (!m_validGroupUuids.ContainsKey(uuid))
{
bool exists;
if (m_groupsModule == null)
{
exists = false;
}
else
{
// Note: we call GetGroupRecord() inside the lock because this GroupID is likely
// to occur many times, and we only want to query the groups service once.
exists = (m_groupsModule.GetGroupRecord(uuid) != null);
}
m_validGroupUuids.Add(uuid, exists);
}
return m_validGroupUuids[uuid];
}
}
/// Load an asset
/// </summary>

View File

@ -287,14 +287,15 @@ namespace OpenSim.Region.CoreModules.World.Land
LandData newData = data.Copy();
newData.LocalID = local_id;
ILandObject land;
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]);
}
if (m_landList.TryGetValue(local_id, out land))
land.LandData = newData;
}
if (land != null)
m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, land);
}
public bool AllowedForcefulBans
@ -650,6 +651,7 @@ namespace OpenSim.Region.CoreModules.World.Land
/// <param name="local_id">Land.localID of the peice of land to remove.</param>
public void removeLandObject(int local_id)
{
ILandObject land;
lock (m_landList)
{
for (int x = 0; x < 64; x++)
@ -666,9 +668,11 @@ namespace OpenSim.Region.CoreModules.World.Land
}
}
m_scene.EventManager.TriggerLandObjectRemoved(m_landList[local_id].LandData.GlobalID);
land = m_landList[local_id];
m_landList.Remove(local_id);
}
m_scene.EventManager.TriggerLandObjectRemoved(land.LandData.GlobalID);
}
/// <summary>
@ -676,22 +680,28 @@ namespace OpenSim.Region.CoreModules.World.Land
/// </summary>
public void Clear(bool setupDefaultParcel)
{
List<ILandObject> parcels;
lock (m_landList)
{
foreach (ILandObject lo in m_landList.Values)
parcels = new List<ILandObject>(m_landList.Values);
}
foreach (ILandObject lo in parcels)
{
//m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
}
lock (m_landList)
{
m_landList.Clear();
ResetSimLandObjects();
}
if (setupDefaultParcel)
CreateDefaultParcel();
}
}
private void performFinalLandJoin(ILandObject master, ILandObject slave)
{
@ -1457,13 +1467,10 @@ namespace OpenSim.Region.CoreModules.World.Land
}
public void EventManagerOnNoLandDataFromStorage()
{
lock (m_landList)
{
ResetSimLandObjects();
CreateDefaultParcel();
}
}
#endregion

View File

@ -490,12 +490,15 @@ namespace OpenSim.Region.CoreModules.World.Land
m_Scene.ForEachSOG(AddObject);
lock (m_PrimCounts)
{
List<UUID> primcountKeys = new List<UUID>(m_PrimCounts.Keys);
foreach (UUID k in primcountKeys)
{
if (!m_OwnerMap.ContainsKey(k))
m_PrimCounts.Remove(k);
}
}
m_Tainted = false;
}