Second pass at cleaning up thread safety in EntityManager and SceneGraph
parent
dd277a0d02
commit
b597a295c4
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@ -34,7 +34,7 @@ using OpenMetaverse;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class EntityManager //: IEnumerable<EntityBase>
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public class EntityManager
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private readonly DoubleDictionary<UUID, uint, EntityBase> m_entities = new DoubleDictionary<UUID, uint, EntityBase>();
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@ -143,19 +143,5 @@ namespace OpenSim.Region.Framework.Scenes
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{
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return m_entities.TryGetValue(key, out obj);
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}
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/// <summary>
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/// This could be optimised to work on the list 'live' rather than making a safe copy and iterating that.
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/// </summary>
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/// <returns></returns>
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//public IEnumerator<EntityBase> GetEnumerator()
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//{
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// return GetEntities().GetEnumerator();
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//}
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//IEnumerator IEnumerable.GetEnumerator()
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//{
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// return GetEnumerator();
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//}
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}
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}
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@ -72,10 +72,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
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protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
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// SceneObjects is not currently populated or used.
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//public Dictionary<UUID, SceneObjectGroup> SceneObjects;
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protected internal EntityManager Entities = new EntityManager();
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// protected internal Dictionary<UUID, EntityBase> Entities = new Dictionary<UUID, EntityBase>();
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protected internal Dictionary<UUID, ScenePresence> RestorePresences = new Dictionary<UUID, ScenePresence>();
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protected RegionInfo m_regInfo;
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@ -351,12 +348,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (Entities.ContainsKey(sceneObject.UUID))
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return false;
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// Clamp child prim sizes and add child prims to the m_numPrim count
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List<SceneObjectPart> children;
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lock (sceneObject.Children)
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{
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children = new List<SceneObjectPart>(sceneObject.Children.Values);
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// Clamp child prim sizes and add child prims to the m_numPrim count
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if (m_parentScene.m_clampPrimSize)
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{
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in children)
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{
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Vector3 scale = part.Shape.Scale;
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@ -370,9 +369,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.Shape.Scale = scale;
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}
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}
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m_numPrim += sceneObject.Children.Count;
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}
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m_numPrim += children.Count;
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sceneObject.AttachToScene(m_parentScene);
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@ -390,14 +387,14 @@ namespace OpenSim.Region.Framework.Scenes
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lock (SceneObjectGroupsByFullID)
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{
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SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in children)
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SceneObjectGroupsByFullID[part.UUID] = sceneObject;
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}
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lock (SceneObjectGroupsByLocalID)
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{
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SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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foreach (SceneObjectPart part in children)
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SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
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}
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@ -859,14 +856,14 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("Entered GetGroupByPrim with localID {0}", localID);
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SceneObjectGroup sog;
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lock (SceneObjectGroupsByLocalID)
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{
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if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
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SceneObjectGroupsByLocalID.TryGetValue(localID, out sog);
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if (sog != null)
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{
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if (sog.HasChildPrim(localID))
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return sog;
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SceneObjectGroupsByLocalID.Remove(localID);
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}
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}
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EntityBase[] entityList = GetEntities();
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foreach (EntityBase ent in entityList)
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@ -896,8 +893,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectGroup sog;
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lock (SceneObjectGroupsByFullID)
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{
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if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
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SceneObjectGroupsByFullID.TryGetValue(fullID, out sog);
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if (sog != null)
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{
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lock (sog.Children)
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{
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@ -905,9 +903,9 @@ namespace OpenSim.Region.Framework.Scenes
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return sog;
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}
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID.Remove(fullID);
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}
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}
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EntityBase[] entityList = GetEntities();
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foreach (EntityBase ent in entityList)
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@ -2091,16 +2091,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>null if a child part with the primID was not found</returns>
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public SceneObjectPart GetChildPart(UUID primID)
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{
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SceneObjectPart childPart = null;
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SceneObjectPart childPart;
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lock (m_parts)
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{
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if (m_parts.ContainsKey(primID))
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{
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childPart = m_parts[primID];
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}
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}
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m_parts.TryGetValue(primID, out childPart);
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return childPart;
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}
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