* Add a large amount of extra locking to m_parts in SceneObjectGroup

* Should help stop any InvalidOperationExceptions caused by concurrent read/write 
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
0.6.0-stable
Justin Clarke Casey 2008-03-18 20:42:01 +00:00
parent f77ab46184
commit d135dad051
1 changed files with 240 additions and 130 deletions

View File

@ -48,6 +48,10 @@ namespace OpenSim.Region.Environment.Scenes
private Encoding enc = Encoding.ASCII;
protected SceneObjectPart m_rootPart;
/// <summary>
/// The constituent parts of this group
/// </summary>
protected Dictionary<LLUUID, SceneObjectPart> m_parts = new Dictionary<LLUUID, SceneObjectPart>();
protected ulong m_regionHandle;
@ -389,34 +393,37 @@ namespace OpenSim.Region.Environment.Scenes
EntityIntersection returnresult = new EntityIntersection();
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
// Temporary commented to stop compiler warning
//Vector3 partPosition =
// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation =
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
// This may need to be updated to the maximum draw distance possible..
// We might (and probably will) be checking for prim creation from other sims
// when the camera crosses the border.
float idist = (float)Constants.RegionSize;
if (inter.HitTF)
foreach (SceneObjectPart part in m_parts.Values)
{
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
// Temporary commented to stop compiler warning
//Vector3 partPosition =
// new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
Quaternion parentrotation =
new Quaternion(GroupRotation.W, GroupRotation.X, GroupRotation.Y, GroupRotation.Z);
// Telling the prim to raytrace.
EntityIntersection inter = part.TestIntersection(hRay, parentrotation);
// This may need to be updated to the maximum draw distance possible..
// We might (and probably will) be checking for prim creation from other sims
// when the camera crosses the border.
float idist = (float)Constants.RegionSize;
if (inter.HitTF)
{
idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
// We need to find the closest prim to return to the testcaller along the ray
if (inter.distance < idist)
{
idist = inter.distance;
returnresult.HitTF = true;
returnresult.ipoint = inter.ipoint;
returnresult.obj = part;
returnresult.normal = inter.normal;
returnresult.distance = inter.distance;
}
}
}
}
@ -476,15 +483,20 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.UUID != m_rootPart.UUID)
foreach (SceneObjectPart part in m_parts.Values)
{
writer.WriteStartElement(String.Empty, "Part", String.Empty);
part.ToXml(writer);
writer.WriteEndElement();
if (part.UUID != m_rootPart.UUID)
{
writer.WriteStartElement(String.Empty, "Part", String.Empty);
part.ToXml(writer);
writer.WriteEndElement();
}
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
@ -507,13 +519,18 @@ namespace OpenSim.Region.Environment.Scenes
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.UUID != m_rootPart.UUID)
foreach (SceneObjectPart part in m_parts.Values)
{
part.ToXml(writer);
if (part.UUID != m_rootPart.UUID)
{
part.ToXml(writer);
}
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
@ -593,7 +610,12 @@ namespace OpenSim.Region.Environment.Scenes
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
m_parts.Add(newPart.UUID, newPart);
lock (m_parts)
{
m_parts.Add(newPart.UUID, newPart);
}
SetPartAsRoot(newPart);
}
@ -685,7 +707,12 @@ namespace OpenSim.Region.Environment.Scenes
{
SceneObjectPart newPart = part.Copy(m_scene.PrimIDAllocate(), OwnerID, GroupID, m_parts.Count);
newPart.SetParent(this);
m_parts.Add(newPart.UUID, newPart);
lock (m_parts)
{
m_parts.Add(newPart.UUID, newPart);
}
SetPartAsNonRoot(newPart);
}
@ -697,6 +724,8 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void ResetIDs()
{
// As this is only ever called for prims which are not currently part of the scene (and hence
// not accessible by clients), there should be no need to lock
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
@ -754,46 +783,57 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public override void Update()
{
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
lock (m_parts)
{
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupPos = AbsolutePosition;
}
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
part.SendScheduledUpdates();
}
lastPhysGroupPos = AbsolutePosition;
}
if ((Math.Abs(lastPhysGroupRot.W - GroupRotation.W) > 0.1)
|| (Math.Abs(lastPhysGroupRot.X - GroupRotation.X) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Y - GroupRotation.Y) > 0.1)
|| (Math.Abs(lastPhysGroupRot.Z - GroupRotation.Z) > 0.1))
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendScheduledUpdates();
}
}
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.AddFullUpdateToAvatar(presence);
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddFullUpdateToAvatar(presence);
}
}
}
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.AddTerseUpdateToAvatar(presence);
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddTerseUpdateToAvatar(presence);
}
}
}
@ -803,9 +843,13 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForFullUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.ScheduleFullUpdate();
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleFullUpdate();
}
}
}
@ -815,9 +859,13 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForTerseUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.ScheduleTerseUpdate();
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
}
@ -827,9 +875,13 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupFullUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.SendFullUpdateToAllClients();
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendFullUpdateToAllClients();
}
}
}
@ -844,9 +896,13 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupTerseUpdate()
{
HasGroupChanged = true;
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.SendTerseUpdateToAllClients();
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendTerseUpdateToAllClients();
}
}
}
@ -861,13 +917,17 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns>null if no child part with that linknum or child part</returns>
public SceneObjectPart GetLinkNumPart(int linknum)
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.LinkNum == linknum)
foreach (SceneObjectPart part in m_parts.Values)
{
return part;
if (part.LinkNum == linknum)
{
return part;
}
}
}
return null;
}
@ -893,13 +953,17 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns>null if a child part with the local ID was not found</returns>
public SceneObjectPart GetChildPart(uint localID)
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.LocalId == localID)
foreach (SceneObjectPart part in m_parts.Values)
{
return part;
if (part.LocalId == localID)
{
return part;
}
}
}
return null;
}
@ -926,11 +990,14 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
public bool HasChildPrim(uint localID)
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.LocalId == localID)
foreach (SceneObjectPart part in m_parts.Values)
{
return true;
if (part.LocalId == localID)
{
return true;
}
}
}
return false;
@ -988,7 +1055,11 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.LinkNum = m_parts.Count;
m_parts.Add(linkPart.UUID, linkPart);
lock (m_parts)
{
m_parts.Add(linkPart.UUID, linkPart);
}
linkPart.SetParent(this);
//if (linkPart.PhysActor != null)
@ -1038,7 +1109,11 @@ namespace OpenSim.Region.Environment.Scenes
LLQuaternion worldRot = linkPart.GetWorldRotation();
// Remove the part from this object
m_parts.Remove(linkPart.UUID);
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
}
linkPart.ParentID = 0;
if (linkPart.PhysActor != null)
@ -1121,7 +1196,11 @@ namespace OpenSim.Region.Environment.Scenes
part.SetParent(this);
part.ParentID = m_rootPart.LocalId;
part.LinkNum = m_parts.Count;
m_parts.Add(part.UUID, part);
lock (m_parts)
{
m_parts.Add(part.UUID, part);
}
Vector3 axiomOldPos = new Vector3(part.OffsetPosition.X, part.OffsetPosition.Y, part.OffsetPosition.Z);
axiomOldPos = oldGroupRotation*axiomOldPos;
@ -1297,16 +1376,19 @@ namespace OpenSim.Region.Environment.Scenes
if (part != null)
{
// If we have children
if (m_parts.Count > 1)
{
foreach (SceneObjectPart parts in m_parts.Values)
lock (m_parts)
{
if (m_parts.Count > 1)
{
parts.UpdatePrimFlags(type, inUse, data);
foreach (SceneObjectPart parts in m_parts.Values)
{
parts.UpdatePrimFlags(type, inUse, data);
}
}
else
{
part.UpdatePrimFlags(type, inUse, data);
}
}
else
{
part.UpdatePrimFlags(type, inUse, data);
}
}
}
@ -1465,13 +1547,17 @@ namespace OpenSim.Region.Environment.Scenes
diff.Y = axDiff.y;
diff.Z = axDiff.z;
foreach (SceneObjectPart obPart in m_parts.Values)
lock (m_parts)
{
if (obPart.UUID != m_rootPart.UUID)
foreach (SceneObjectPart obPart in m_parts.Values)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
if (obPart.UUID != m_rootPart.UUID)
{
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
}
AbsolutePosition = newPos;
ScheduleGroupForTerseUpdate();
}
@ -1562,23 +1648,27 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
foreach (SceneObjectPart prim in m_parts.Values)
lock (m_parts)
{
if (prim.UUID != m_rootPart.UUID)
foreach (SceneObjectPart prim in m_parts.Values)
{
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
axPos = oldParentRot*axPos;
axPos = axRot.Inverse()*axPos;
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
Quaternion newRot = oldParentRot*primsRot;
newRot = axRot.Inverse()*newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
if (prim.UUID != m_rootPart.UUID)
{
Vector3 axPos = new Vector3(prim.OffsetPosition.X, prim.OffsetPosition.Y, prim.OffsetPosition.Z);
axPos = oldParentRot*axPos;
axPos = axRot.Inverse()*axPos;
prim.OffsetPosition = new LLVector3(axPos.x, axPos.y, axPos.z);
Quaternion primsRot =
new Quaternion(prim.RotationOffset.W, prim.RotationOffset.X, prim.RotationOffset.Y,
prim.RotationOffset.Z);
Quaternion newRot = oldParentRot*primsRot;
newRot = axRot.Inverse()*newRot;
prim.RotationOffset = new LLQuaternion(newRot.x, newRot.y, newRot.z, newRot.w);
prim.ScheduleTerseUpdate();
}
}
}
m_rootPart.ScheduleTerseUpdate();
}
@ -1693,15 +1783,20 @@ namespace OpenSim.Region.Environment.Scenes
public override void UpdateMovement()
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.UpdateMovement();
foreach (SceneObjectPart part in m_parts.Values)
{
part.UpdateMovement();
}
}
}
public float GetTimeDilation()
{
return m_scene.TimeDilation;
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
@ -1719,12 +1814,17 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="part"></param>
public void AddPart(SceneObjectPart part)
{
lock (m_parts) {
lock (m_parts)
{
part.SetParent(this);
part.LinkNum = m_parts.Count;
try {
try
{
m_parts.Add(part.UUID, part);
} catch (Exception e) {
}
catch (Exception e)
{
m_log.Error("Failed to add scened object part", e);
}
}
@ -1735,20 +1835,26 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void UpdateParentIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (part.UUID != m_rootPart.UUID)
foreach (SceneObjectPart part in m_parts.Values)
{
part.ParentID = m_rootPart.LocalId;
if (part.UUID != m_rootPart.UUID)
{
part.ParentID = m_rootPart.LocalId;
}
}
}
}
public void RegenerateFullIDs()
{
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
part.UUID = LLUUID.Random();
foreach (SceneObjectPart part in m_parts.Values)
{
part.UUID = LLUUID.Random();
}
}
}
@ -1803,17 +1909,21 @@ namespace OpenSim.Region.Environment.Scenes
public void DeleteGroup()
{
DetachFromBackup(this);
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
List<ScenePresence> avatars = GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
foreach (SceneObjectPart part in m_parts.Values)
{
if (avatars[i].ParentID == LocalId)
List<ScenePresence> avatars = GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].StandUp();
}
if (avatars[i].ParentID == LocalId)
{
avatars[i].StandUp();
}
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
}
}
}
@ -1829,10 +1939,10 @@ namespace OpenSim.Region.Environment.Scenes
{
part.StopScripts();
}
m_rootPart = null;
m_parts.Clear();
}
m_rootPart = null;
m_parts.Clear();
}
public void AddScriptLPS(int count)
@ -1858,9 +1968,9 @@ namespace OpenSim.Region.Environment.Scenes
public void ApplyPhysics(bool m_physicalPrim)
{
if (m_parts.Count > 1)
{
lock (m_parts)
lock (m_parts)
{
if (m_parts.Count > 1)
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
foreach (SceneObjectPart part in m_parts.Values)
@ -1874,10 +1984,10 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
else
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
else
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
}
}
}