Lock the object queue when dequeueing
parent
f8e2d25739
commit
c900134f91
|
@ -67,105 +67,108 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SendPrimUpdates()
|
||||
{
|
||||
if (m_pendingObjects == null)
|
||||
lock(m_pendingObjects)
|
||||
{
|
||||
if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
|
||||
if (m_pendingObjects == null)
|
||||
{
|
||||
m_pendingObjects = new Queue<SceneObjectGroup>();
|
||||
|
||||
foreach (EntityBase e in m_presence.Scene.Entities)
|
||||
if (!m_presence.IsChildAgent || (m_presence.Scene.m_seeIntoRegionFromNeighbor))
|
||||
{
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
m_pendingObjects.Enqueue((SceneObjectGroup)e);
|
||||
m_pendingObjects = new Queue<SceneObjectGroup>();
|
||||
|
||||
foreach (EntityBase e in m_presence.Scene.Entities)
|
||||
{
|
||||
if (e != null && e is SceneObjectGroup)
|
||||
m_pendingObjects.Enqueue((SceneObjectGroup)e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
|
||||
{
|
||||
SceneObjectGroup g = m_pendingObjects.Dequeue();
|
||||
// Yes, this can really happen
|
||||
if (g == null)
|
||||
continue;
|
||||
|
||||
// This is where we should check for draw distance
|
||||
// do culling and stuff. Problem with that is that until
|
||||
// we recheck in movement, that won't work right.
|
||||
// So it's not implemented now.
|
||||
//
|
||||
|
||||
// Don't even queue if we have sent this one
|
||||
//
|
||||
if (!m_updateTimes.ContainsKey(g.UUID))
|
||||
g.ScheduleFullUpdateToAvatar(m_presence);
|
||||
}
|
||||
|
||||
while (m_partsUpdateQueue.Count > 0)
|
||||
{
|
||||
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
|
||||
|
||||
if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
|
||||
continue;
|
||||
|
||||
if (m_updateTimes.ContainsKey(part.UUID))
|
||||
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
|
||||
{
|
||||
ScenePartUpdate update = m_updateTimes[part.UUID];
|
||||
SceneObjectGroup g = m_pendingObjects.Dequeue();
|
||||
// Yes, this can really happen
|
||||
if (g == null)
|
||||
continue;
|
||||
|
||||
// We deal with the possibility that two updates occur at
|
||||
// the same unix time at the update point itself.
|
||||
// This is where we should check for draw distance
|
||||
// do culling and stuff. Problem with that is that until
|
||||
// we recheck in movement, that won't work right.
|
||||
// So it's not implemented now.
|
||||
//
|
||||
|
||||
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
|
||||
part.IsAttachment)
|
||||
// Don't even queue if we have sent this one
|
||||
//
|
||||
if (!m_updateTimes.ContainsKey(g.UUID))
|
||||
g.ScheduleFullUpdateToAvatar(m_presence);
|
||||
}
|
||||
|
||||
while (m_partsUpdateQueue.Count > 0)
|
||||
{
|
||||
SceneObjectPart part = m_partsUpdateQueue.Dequeue();
|
||||
|
||||
if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
|
||||
continue;
|
||||
|
||||
if (m_updateTimes.ContainsKey(part.UUID))
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
|
||||
// part.Name, part.UUID, part.TimeStampFull);
|
||||
ScenePartUpdate update = m_updateTimes[part.UUID];
|
||||
|
||||
// We deal with the possibility that two updates occur at
|
||||
// the same unix time at the update point itself.
|
||||
|
||||
if ((update.LastFullUpdateTime < part.TimeStampFull) ||
|
||||
part.IsAttachment)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Fully updating prim {0}, {1} - part timestamp {2}",
|
||||
// part.Name, part.UUID, part.TimeStampFull);
|
||||
|
||||
part.SendFullUpdate(m_presence.ControllingClient,
|
||||
m_presence.GenerateClientFlags(part.UUID));
|
||||
|
||||
// We'll update to the part's timestamp rather than
|
||||
// the current time to avoid the race condition
|
||||
// whereby the next tick occurs while we are doing
|
||||
// this update. If this happened, then subsequent
|
||||
// updates which occurred on the same tick or the
|
||||
// next tick of the last update would be ignored.
|
||||
|
||||
update.LastFullUpdateTime = part.TimeStampFull;
|
||||
|
||||
}
|
||||
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
|
||||
// part.Name, part.UUID, part.TimeStampTerse);
|
||||
|
||||
part.SendTerseUpdateToClient(m_presence.ControllingClient);
|
||||
|
||||
update.LastTerseUpdateTime = part.TimeStampTerse;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//never been sent to client before so do full update
|
||||
ScenePartUpdate update = new ScenePartUpdate();
|
||||
update.FullID = part.UUID;
|
||||
update.LastFullUpdateTime = part.TimeStampFull;
|
||||
m_updateTimes.Add(part.UUID, update);
|
||||
|
||||
// Attachment handling
|
||||
//
|
||||
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
|
||||
{
|
||||
if (part != part.ParentGroup.RootPart)
|
||||
continue;
|
||||
|
||||
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
|
||||
continue;
|
||||
}
|
||||
|
||||
part.SendFullUpdate(m_presence.ControllingClient,
|
||||
m_presence.GenerateClientFlags(part.UUID));
|
||||
|
||||
// We'll update to the part's timestamp rather than
|
||||
// the current time to avoid the race condition
|
||||
// whereby the next tick occurs while we are doing
|
||||
// this update. If this happened, then subsequent
|
||||
// updates which occurred on the same tick or the
|
||||
// next tick of the last update would be ignored.
|
||||
|
||||
update.LastFullUpdateTime = part.TimeStampFull;
|
||||
|
||||
m_presence.GenerateClientFlags(part.UUID));
|
||||
}
|
||||
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Tersely updating prim {0}, {1} - part timestamp {2}",
|
||||
// part.Name, part.UUID, part.TimeStampTerse);
|
||||
|
||||
part.SendTerseUpdateToClient(m_presence.ControllingClient);
|
||||
|
||||
update.LastTerseUpdateTime = part.TimeStampTerse;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//never been sent to client before so do full update
|
||||
ScenePartUpdate update = new ScenePartUpdate();
|
||||
update.FullID = part.UUID;
|
||||
update.LastFullUpdateTime = part.TimeStampFull;
|
||||
m_updateTimes.Add(part.UUID, update);
|
||||
|
||||
// Attachment handling
|
||||
//
|
||||
if (part.ParentGroup.RootPart.Shape.PCode == 9 && part.ParentGroup.RootPart.Shape.State != 0)
|
||||
{
|
||||
if (part != part.ParentGroup.RootPart)
|
||||
continue;
|
||||
|
||||
part.ParentGroup.SendFullUpdateToClient(m_presence.ControllingClient);
|
||||
continue;
|
||||
}
|
||||
|
||||
part.SendFullUpdate(m_presence.ControllingClient,
|
||||
m_presence.GenerateClientFlags(part.UUID));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue