Reinsert attachments list taking code in SP.MakeRootAgent()
Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.master-beforevarregion
parent
1b86239f79
commit
a4017ee1eb
|
@ -1190,23 +1190,37 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
|
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
|
||||||
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
|
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
|
||||||
// not transporting the required data.
|
// not transporting the required data.
|
||||||
lock (m_attachments)
|
//
|
||||||
{
|
// We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT
|
||||||
if (HasAttachments())
|
// and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
|
||||||
|
// be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
|
||||||
|
// not transporting the required data.
|
||||||
|
//
|
||||||
|
// We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
|
||||||
|
// the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
|
||||||
|
// which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
|
||||||
|
//
|
||||||
|
// FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
|
||||||
|
// But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
|
||||||
|
// is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
|
||||||
|
// script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
|
||||||
|
//
|
||||||
|
// One cannot simply iterate over attachments in a fire and forget thread because this would no longer
|
||||||
|
// be locked, allowing race conditions if other code changes the attachments list.
|
||||||
|
List<SceneObjectGroup> attachments = GetAttachments();
|
||||||
|
|
||||||
|
if (attachments.Count > 0)
|
||||||
{
|
{
|
||||||
m_log.DebugFormat(
|
m_log.DebugFormat(
|
||||||
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
|
"[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
|
||||||
|
|
||||||
// Resume scripts
|
// Resume scripts
|
||||||
Util.FireAndForget(delegate(object x) {
|
foreach (SceneObjectGroup sog in attachments)
|
||||||
foreach (SceneObjectGroup sog in m_attachments)
|
|
||||||
{
|
{
|
||||||
sog.ScheduleGroupForFullUpdate();
|
sog.ScheduleGroupForFullUpdate();
|
||||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||||
sog.ResumeScripts();
|
sog.ResumeScripts();
|
||||||
}
|
}
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3227,6 +3241,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// again here... this comes after the cached appearance check because the avatars
|
// again here... this comes after the cached appearance check because the avatars
|
||||||
// appearance goes into the avatar update packet
|
// appearance goes into the avatar update packet
|
||||||
SendAvatarDataToAllAgents();
|
SendAvatarDataToAllAgents();
|
||||||
|
|
||||||
|
// This invocation always shows up in the viewer logs as an error. Is it needed?
|
||||||
SendAppearanceToAgent(this);
|
SendAppearanceToAgent(this);
|
||||||
|
|
||||||
// If we are using the the cached appearance then send it out to everyone
|
// If we are using the the cached appearance then send it out to everyone
|
||||||
|
|
Loading…
Reference in New Issue