Second pass at cleaning up thread safety in EntityManager and SceneGraph

viewer-2-initial-appearance
John Hurliman 2010-09-10 12:41:36 -07:00
parent dd277a0d02
commit b597a295c4
3 changed files with 35 additions and 58 deletions

View File

@ -34,7 +34,7 @@ using OpenMetaverse;
namespace OpenSim.Region.Framework.Scenes namespace OpenSim.Region.Framework.Scenes
{ {
public class EntityManager //: IEnumerable<EntityBase> public class EntityManager
{ {
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private readonly DoubleDictionary<UUID, uint, EntityBase> m_entities = new DoubleDictionary<UUID, uint, EntityBase>(); private readonly DoubleDictionary<UUID, uint, EntityBase> m_entities = new DoubleDictionary<UUID, uint, EntityBase>();
@ -143,19 +143,5 @@ namespace OpenSim.Region.Framework.Scenes
{ {
return m_entities.TryGetValue(key, out obj); return m_entities.TryGetValue(key, out obj);
} }
/// <summary>
/// This could be optimised to work on the list 'live' rather than making a safe copy and iterating that.
/// </summary>
/// <returns></returns>
//public IEnumerator<EntityBase> GetEnumerator()
//{
// return GetEntities().GetEnumerator();
//}
//IEnumerator IEnumerable.GetEnumerator()
//{
// return GetEnumerator();
//}
} }
} }

View File

@ -72,10 +72,7 @@ namespace OpenSim.Region.Framework.Scenes
protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
// SceneObjects is not currently populated or used.
//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
protected internal EntityManager Entities = new EntityManager(); protected internal EntityManager Entities = new EntityManager();
// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>(); protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
protected RegionInfo m_regInfo; protected RegionInfo m_regInfo;
@ -351,12 +348,14 @@ namespace OpenSim.Region.Framework.Scenes
if (Entities.ContainsKey(sceneObject.UUID)) if (Entities.ContainsKey(sceneObject.UUID))
return false; return false;
// Clamp child prim sizes and add child prims to the m_numPrim count List<SceneObjectPart> children;
lock (sceneObject.Children) lock (sceneObject.Children)
{ children = new List<SceneObjectPart>(sceneObject.Children.Values);
// Clamp child prim sizes and add child prims to the m_numPrim count
if (m_parentScene.m_clampPrimSize) if (m_parentScene.m_clampPrimSize)
{ {
foreach (SceneObjectPart part in sceneObject.Children.Values) foreach (SceneObjectPart part in children)
{ {
Vector3 scale = part.Shape.Scale; Vector3 scale = part.Shape.Scale;
@ -370,9 +369,7 @@ namespace OpenSim.Region.Framework.Scenes
part.Shape.Scale = scale; part.Shape.Scale = scale;
} }
} }
m_numPrim += children.Count;
m_numPrim += sceneObject.Children.Count;
}
sceneObject.AttachToScene(m_parentScene); sceneObject.AttachToScene(m_parentScene);
@ -390,14 +387,14 @@ namespace OpenSim.Region.Framework.Scenes
lock (SceneObjectGroupsByFullID) lock (SceneObjectGroupsByFullID)
{ {
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values) foreach (SceneObjectPart part in children)
SceneObjectGroupsByFullID[part.UUID] = sceneObject; SceneObjectGroupsByFullID[part.UUID] = sceneObject;
} }
lock (SceneObjectGroupsByLocalID) lock (SceneObjectGroupsByLocalID)
{ {
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values) foreach (SceneObjectPart part in children)
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
} }
@ -859,14 +856,14 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID); //m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID);
SceneObjectGroup sog; SceneObjectGroup sog;
lock (SceneObjectGroupsByLocalID) lock (SceneObjectGroupsByLocalID)
{ SceneObjectGroupsByLocalID.TryGetValue(localID, out sog);
if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
if (sog != null)
{ {
if (sog.HasChildPrim(localID)) if (sog.HasChildPrim(localID))
return sog; return sog;
SceneObjectGroupsByLocalID.Remove(localID); SceneObjectGroupsByLocalID.Remove(localID);
} }
}
EntityBase[] entityList = GetEntities(); EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList) foreach (EntityBase ent in entityList)
@ -896,8 +893,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
SceneObjectGroup sog; SceneObjectGroup sog;
lock (SceneObjectGroupsByFullID) lock (SceneObjectGroupsByFullID)
{ SceneObjectGroupsByFullID.TryGetValue(fullID, out sog);
if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
if (sog != null)
{ {
lock (sog.Children) lock (sog.Children)
{ {
@ -905,9 +903,9 @@ namespace OpenSim.Region.Framework.Scenes
return sog; return sog;
} }
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Remove(fullID); SceneObjectGroupsByFullID.Remove(fullID);
} }
}
EntityBase[] entityList = GetEntities(); EntityBase[] entityList = GetEntities();
foreach (EntityBase ent in entityList) foreach (EntityBase ent in entityList)

View File

@ -2091,16 +2091,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>null if a child part with the primID was not found</returns> /// <returns>null if a child part with the primID was not found</returns>
public SceneObjectPart GetChildPart(UUID primID) public SceneObjectPart GetChildPart(UUID primID)
{ {
SceneObjectPart childPart = null; SceneObjectPart childPart;
lock (m_parts) lock (m_parts)
{ m_parts.TryGetValue(primID, out childPart);
if (m_parts.ContainsKey(primID))
{
childPart = m_parts[primID];
}
}
return childPart; return childPart;
} }