diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index a15d62d813..335e9c511f 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -91,6 +91,9 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + /// + /// Lock to prevent object group update, linking and delinking operations from running concurrently. + /// private Object m_updateLock = new Object(); #endregion diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index ce88a75f04..f6a759e7fc 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1973,6 +1973,10 @@ namespace OpenSim.Region.Framework.Scenes /// /// Link the prims in a given group to this group /// + /// + /// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads. + /// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition. + /// /// The group of prims which should be linked to this group public void LinkToGroup(SceneObjectGroup objectGroup) { @@ -2056,6 +2060,11 @@ namespace OpenSim.Region.Framework.Scenes /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// + /// + /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race + /// condition. But currently there is no + /// alternative method that does take a lonk to delink a single prim. + /// /// /// The object group of the newly delinked prim. Null if part could not be found public SceneObjectGroup DelinkFromGroup(uint partID) @@ -2067,6 +2076,11 @@ namespace OpenSim.Region.Framework.Scenes /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// + /// + /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race + /// condition. But currently there is no + /// alternative method that does take a lonk to delink a single prim. + /// /// /// /// The object group of the newly delinked prim. Null if part could not be found @@ -2092,6 +2106,11 @@ namespace OpenSim.Region.Framework.Scenes /// Delink the given prim from this group. The delinked prim is established as /// an independent SceneObjectGroup. /// + /// + /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race + /// condition. But currently there is no + /// alternative method that does take a lonk to delink a single prim. + /// /// /// /// The object group of the newly delinked prim.