Lock the object queue when dequeueing

soprefactor
Melanie 2010-06-01 15:08:45 +01:00
parent 5270e54268
commit 9c3c020697
1 changed files with 89 additions and 86 deletions

View File

@ -67,105 +67,108 @@ namespace OpenSim.Region.Framework.Scenes
public void SendPrimUpdates()
{
if (m_pendingObjects == null)
lock(m_pendingObjects)
{
if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
if (m_pendingObjects == null)
{
m_pendingObjects = new Queue<SceneObjectGroup>();
foreach (EntityBase e in m_presence.Scene.Entities)
if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
{
if (e is SceneObjectGroup)
m_pendingObjects.Enqueue((SceneObjectGroup)e);
m_pendingObjects = new Queue<SceneObjectGroup>();
foreach (EntityBase e in m_presence.Scene.Entities)
{
if (e != null && e is SceneObjectGroup)
m_pendingObjects.Enqueue((SceneObjectGroup)e);
}
}
}
}
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
{
SceneObjectGroup g = m_pendingObjects.Dequeue();
// Yes, this can really happen
if (g == null)
continue;
// This is where we should check for draw distance
// do culling and stuff. Problem with that is that until
// we recheck in movement, that won't work right.
// So it's not implemented now.
//
// Don't even queue if we have sent this one
//
if (!m_updateTimes.ContainsKey(g.UUID))
g.ScheduleFullUpdateToAvatar(m_presence);
}
while (m_partsUpdateQueue.Count > 0)
{
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
continue;
if (m_updateTimes.ContainsKey(part.UUID))
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
{
ScenePartUpdate update = m_updateTimes[part.UUID];
SceneObjectGroup g = m_pendingObjects.Dequeue();
// Yes, this can really happen
if (g == null)
continue;
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
// This is where we should check for draw distance
// do culling and stuff. Problem with that is that until
// we recheck in movement, that won't work right.
// So it's not implemented now.
//
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
part.IsAttachment)
// Don't even queue if we have sent this one
//
if (!m_updateTimes.ContainsKey(g.UUID))
g.ScheduleFullUpdateToAvatar(m_presence);
}
while (m_partsUpdateQueue.Count > 0)
{
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
continue;
if (m_updateTimes.ContainsKey(part.UUID))
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampFull);
ScenePartUpdate update = m_updateTimes[part.UUID];
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
part.IsAttachment)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampFull);
part.SendFullUpdate(m_presence.ControllingClient,
m_presence.GenerateClientFlags(part.UUID));
// We'll update to the part's timestamp rather than
// the current time to avoid the race condition
// whereby the next tick occurs while we are doing
// this update. If this happened, then subsequent
// updates which occurred on the same tick or the
// next tick of the last update would be ignored.
update.LastFullUpdateTime = part.TimeStampFull;
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampTerse);
part.SendTerseUpdateToClient(m_presence.ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
}
}
else
{
//never been sent to client before so do full update
ScenePartUpdate update = new ScenePartUpdate();
update.FullID = part.UUID;
update.LastFullUpdateTime = part.TimeStampFull;
m_updateTimes.Add(part.UUID, update);
// Attachment handling
//
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
{
if (part != part.ParentGroup.RootPart)
continue;
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
continue;
}
part.SendFullUpdate(m_presence.ControllingClient,
m_presence.GenerateClientFlags(part.UUID));
// We'll update to the part's timestamp rather than
// the current time to avoid the race condition
// whereby the next tick occurs while we are doing
// this update. If this happened, then subsequent
// updates which occurred on the same tick or the
// next tick of the last update would be ignored.
update.LastFullUpdateTime = part.TimeStampFull;
m_presence.GenerateClientFlags(part.UUID));
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
// part.Name, part.UUID, part.TimeStampTerse);
part.SendTerseUpdateToClient(m_presence.ControllingClient);
update.LastTerseUpdateTime = part.TimeStampTerse;
}
}
else
{
//never been sent to client before so do full update
ScenePartUpdate update = new ScenePartUpdate();
update.FullID = part.UUID;
update.LastFullUpdateTime = part.TimeStampFull;
m_updateTimes.Add(part.UUID, update);
// Attachment handling
//
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
{
if (part != part.ParentGroup.RootPart)
continue;
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
continue;
}
part.SendFullUpdate(m_presence.ControllingClient,
m_presence.GenerateClientFlags(part.UUID));
}
}
}