- Evaluate config only once

- Fixed some locking issues
0.6.1-post-fixes
Homer Horwitz 2008-11-24 20:43:16 +00:00
parent 6fb254965d
commit c13bf719e1
1 changed files with 36 additions and 22 deletions

View File

@ -58,20 +58,25 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
public void Initialise(Scene scene, IConfigSource config)
{
IConfig cnf = config.Configs["Messaging"];
if (cnf != null && cnf.GetString(
"PresenceModule", "PresenceModule") !=
"PresenceModule")
return;
cnf = config.Configs["Startup"];
if (cnf != null)
m_Gridmode = cnf.GetBoolean("gridmode", false);
m_Enabled = true;
lock (m_Scenes)
{
// This is a shared module; Initialise will be called for every region on this server.
// Only check config once for the first region.
if (m_Scenes.Count == 0)
{
IConfig cnf = config.Configs["Messaging"];
if (cnf != null && cnf.GetString(
"PresenceModule", "PresenceModule") !=
"PresenceModule")
return;
cnf = config.Configs["Startup"];
if (cnf != null)
m_Gridmode = cnf.GetBoolean("gridmode", false);
m_Enabled = true;
}
if (m_Gridmode)
NotifyMessageServerOfStartup(scene);
@ -122,27 +127,36 @@ namespace OpenSim.Region.Environment.Modules.Avatar.InstantMessage
if (!(client.Scene is Scene))
return;
if (!(m_RootAgents.ContainsKey(client.AgentId)))
return;
Scene scene = (Scene)client.Scene;
if (m_RootAgents[client.AgentId] != scene)
return;
m_RootAgents.Remove(client.AgentId);
// OnConnectionClosed can be called from several threads at once (with different client, of course)
// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
// correct locking).
lock (m_RootAgents)
{
Scene rootScene;
if (!(m_RootAgents.TryGetValue(client.AgentId, out rootScene)) || scene != rootScene)
return;
m_RootAgents.Remove(client.AgentId);
}
NotifyMessageServerOfAgentLeaving(client.AgentId, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
}
public void OnSetRootAgentScene(UUID agentID, Scene scene)
{
if (m_RootAgents.ContainsKey(agentID))
// OnSetRootAgentScene can be called from several threads at once (with different agentID).
// Concurrent access to m_RootAgents is prone to failure on multi-core/-processor systems without
// correct locking).
lock (m_RootAgents)
{
if (m_RootAgents[agentID] == scene)
Scene rootScene;
if (m_RootAgents.TryGetValue(agentID, out rootScene) && scene == rootScene)
{
return;
}
m_RootAgents[agentID] = scene;
}
m_RootAgents[agentID] = scene;
NotifyMessageServerOfAgentLocation(agentID, scene.RegionInfo.RegionID, scene.RegionInfo.RegionHandle);
}