* 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;
@ -389,6 +393,8 @@ namespace OpenSim.Region.Environment.Scenes
EntityIntersection returnresult = new EntityIntersection();
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
// Temporary commented to stop compiler warning
@ -420,6 +426,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
}
return returnresult;
}
@ -476,6 +483,9 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ToXml(writer);
writer.WriteEndElement();
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
@ -485,6 +495,8 @@ namespace OpenSim.Region.Environment.Scenes
writer.WriteEndElement();
}
}
}
writer.WriteEndElement();
writer.WriteEndElement();
}
@ -507,6 +519,9 @@ namespace OpenSim.Region.Environment.Scenes
writer.WriteStartElement(String.Empty, "SceneObjectGroup", String.Empty);
m_rootPart.ToXml(writer);
writer.WriteStartElement(String.Empty, "OtherParts", String.Empty);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
if (part.UUID != m_rootPart.UUID)
@ -514,6 +529,8 @@ namespace OpenSim.Region.Environment.Scenes
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);
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);
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)
@ -753,6 +782,8 @@ namespace OpenSim.Region.Environment.Scenes
/// Examine this object's parts to see if they've changed sufficiently to warrant an update
/// </summary>
public override void Update()
{
lock (m_parts)
{
if (Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02)
{
@ -760,6 +791,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupPos = AbsolutePosition;
}
@ -772,6 +804,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (part.UpdateFlag == 0) part.UpdateFlag = 1;
}
lastPhysGroupRot = GroupRotation;
}
@ -780,22 +813,29 @@ namespace OpenSim.Region.Environment.Scenes
part.SendScheduledUpdates();
}
}
}
public void ScheduleFullUpdateToAvatar(ScenePresence presence)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddFullUpdateToAvatar(presence);
}
}
}
public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.AddTerseUpdateToAvatar(presence);
}
}
}
/// <summary>
/// Schedule a full update for every part in this object
@ -803,11 +843,15 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForFullUpdate()
{
HasGroupChanged = true;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleFullUpdate();
}
}
}
/// <summary>
///
@ -815,11 +859,15 @@ namespace OpenSim.Region.Environment.Scenes
public void ScheduleGroupForTerseUpdate()
{
HasGroupChanged = true;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.ScheduleTerseUpdate();
}
}
}
/// <summary>
///
@ -827,11 +875,15 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupFullUpdate()
{
HasGroupChanged = true;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendFullUpdateToAllClients();
}
}
}
public void QueueForUpdateCheck()
{
@ -844,11 +896,15 @@ namespace OpenSim.Region.Environment.Scenes
public void SendGroupTerseUpdate()
{
HasGroupChanged = true;
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.SendTerseUpdateToAllClients();
}
}
}
#endregion
@ -860,6 +916,8 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="linknum"></param>
/// <returns>null if no child part with that linknum or child part</returns>
public SceneObjectPart GetLinkNumPart(int linknum)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
@ -868,6 +926,8 @@ namespace OpenSim.Region.Environment.Scenes
return part;
}
}
}
return null;
}
@ -892,6 +952,8 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="localID"></param>
/// <returns>null if a child part with the local ID was not found</returns>
public SceneObjectPart GetChildPart(uint localID)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
@ -900,6 +962,8 @@ namespace OpenSim.Region.Environment.Scenes
return part;
}
}
}
return null;
}
@ -925,6 +989,8 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="localID"></param>
/// <returns></returns>
public bool HasChildPrim(uint localID)
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
@ -933,6 +999,7 @@ namespace OpenSim.Region.Environment.Scenes
return true;
}
}
}
return false;
}
@ -988,7 +1055,11 @@ namespace OpenSim.Region.Environment.Scenes
linkPart.LinkNum = m_parts.Count;
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
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;
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;
@ -1297,6 +1376,8 @@ namespace OpenSim.Region.Environment.Scenes
if (part != null)
{
// If we have children
lock (m_parts)
{
if (m_parts.Count > 1)
{
foreach (SceneObjectPart parts in m_parts.Values)
@ -1310,6 +1391,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
}
public void UpdateExtraParam(uint localID, ushort type, bool inUse, byte[] data)
{
@ -1465,6 +1547,8 @@ namespace OpenSim.Region.Environment.Scenes
diff.Y = axDiff.y;
diff.Z = axDiff.z;
lock (m_parts)
{
foreach (SceneObjectPart obPart in m_parts.Values)
{
if (obPart.UUID != m_rootPart.UUID)
@ -1472,6 +1556,8 @@ namespace OpenSim.Region.Environment.Scenes
obPart.OffsetPosition = obPart.OffsetPosition + diff;
}
}
}
AbsolutePosition = newPos;
ScheduleGroupForTerseUpdate();
}
@ -1562,6 +1648,8 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
lock (m_parts)
{
foreach (SceneObjectPart prim in m_parts.Values)
{
if (prim.UUID != m_rootPart.UUID)
@ -1579,6 +1667,8 @@ namespace OpenSim.Region.Environment.Scenes
prim.ScheduleTerseUpdate();
}
}
}
m_rootPart.ScheduleTerseUpdate();
}
@ -1692,16 +1782,21 @@ namespace OpenSim.Region.Environment.Scenes
#endregion
public override void UpdateMovement()
{
lock (m_parts)
{
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);
}
}
@ -1734,6 +1834,8 @@ namespace OpenSim.Region.Environment.Scenes
///
/// </summary>
public void UpdateParentIDs()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
@ -1743,14 +1845,18 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
}
public void RegenerateFullIDs()
{
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.UUID = LLUUID.Random();
}
}
}
public void ResetChildPrimPhysicsPositions()
{
@ -1803,6 +1909,9 @@ namespace OpenSim.Region.Environment.Scenes
public void DeleteGroup()
{
DetachFromBackup(this);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
List<ScenePresence> avatars = GetScenePresences();
@ -1817,6 +1926,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
}
/// <summary>
/// Delete all the parts in this group.
@ -1829,11 +1939,11 @@ namespace OpenSim.Region.Environment.Scenes
{
part.StopScripts();
}
}
m_rootPart = null;
m_parts.Clear();
}
}
public void AddScriptLPS(int count)
{
@ -1857,10 +1967,10 @@ namespace OpenSim.Region.Environment.Scenes
}
public void ApplyPhysics(bool m_physicalPrim)
{
if (m_parts.Count > 1)
{
lock (m_parts)
{
if (m_parts.Count > 1)
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
foreach (SceneObjectPart part in m_parts.Values)
@ -1874,12 +1984,12 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
else
{
m_rootPart.ApplyPhysics(m_rootPart.ObjectFlags, m_physicalPrim);
}
}
}
public void SetOwnerId(LLUUID userId)
{