avoid a null ref (that should not happen after last commit), also reduce use of thread jobs, where one is good enought

avinationmerge
UbitUmarov 2015-09-15 22:30:39 +01:00
parent 3906bb2749
commit b9137e2dee
1 changed files with 28 additions and 20 deletions

View File

@ -66,7 +66,7 @@ namespace OpenSim.Region.Framework.Scenes
private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
{
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
@ -84,11 +84,11 @@ namespace OpenSim.Region.Framework.Scenes
if (neighbourService != null)
neighbour = neighbourService.HelloNeighbour(regionhandle, region);
else
m_log.DebugFormat( "{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
m_log.DebugFormat("{0} neighbour service provided for region {0} to inform neigbhours of status", LogHeader, m_scene.Name);
if (neighbour != null)
{
m_log.DebugFormat( "{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
m_log.DebugFormat("{0} Region {1} successfully informed neighbour {2} at {3}-{4} that it is up",
LogHeader, m_scene.Name, neighbour.RegionName, Util.WorldToRegionLoc(x), Util.WorldToRegionLoc(y));
m_scene.EventManager.TriggerOnRegionUp(neighbour);
@ -114,9 +114,9 @@ namespace OpenSim.Region.Framework.Scenes
{
OpenSim.Framework.RegionFlags? regionFlags = n.RegionFlags;
// m_log.DebugFormat(
// "{0}: Region flags for {1} as seen by {2} are {3}",
// LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present");
// m_log.DebugFormat(
// "{0}: Region flags for {1} as seen by {2} are {3}",
// LogHeader, n.RegionName, m_scene.Name, regionFlags != null ? regionFlags.ToString() : "not present");
// Robust services before 2015-01-14 do not return the regionFlags information. In this case, we could
// make a separate RegionFlags call but this would involve a network call for each neighbour.
@ -132,7 +132,7 @@ namespace OpenSim.Region.Framework.Scenes
}
m_log.DebugFormat(
"{0} Informing {1} neighbours that region {2} is up",
"{0} Informing {1} neighbours that region {2} is up",
LogHeader, onlineNeighbours.Count, m_scene.Name);
foreach (GridRegion n in onlineNeighbours)
@ -168,15 +168,15 @@ namespace OpenSim.Region.Framework.Scenes
private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
{
SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate)iar.AsyncState;
icon.EndInvoke(iar);
}
public void SendChildAgentDataUpdate(AgentPosition cAgentData, ScenePresence presence)
{
// m_log.DebugFormat(
// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
// presence.Name, m_scene.Name);
// m_log.DebugFormat(
// "[SCENE COMMUNICATION SERVICE]: Sending child agent position updates for {0} in {1}",
// presence.Name, m_scene.Name);
// This assumes that we know what our neighbors are.
try
@ -234,6 +234,13 @@ namespace OpenSim.Region.Framework.Scenes
GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
if (destination == null)
{
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} FAIL, region with handle {1} not found", agentID, regionHandle);
return;
}
m_log.DebugFormat(
"[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
@ -248,16 +255,17 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="regionslst"></param>
public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List<ulong> regionslst)
{
foreach (ulong handle in regionslst)
if (regionslst.Count == 0)
return;
// use a single thread job for all
Util.FireAndForget(o =>
{
// We must take a copy here since handle acts like a reference when used in an iterator.
// This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
ulong handleCopy = handle;
Util.FireAndForget(
o => SendCloseChildAgent(agentID, handleCopy, auth_code),
null,
"SceneCommunicationService.SendCloseChildAgentConnections");
}
foreach (ulong handle in regionslst)
{
SendCloseChildAgent(agentID, handle, auth_code);
}
}, null, "SceneCommunicationService.SendCloseChildAgentConnections");
}
public List<GridRegion> RequestNamedRegions(string name, int maxNumber)