* Added some locking to help race conditions in the neighbors lists
parent
1fd62bc1af
commit
d67009a78b
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@ -284,8 +284,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1))
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{
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for (int i = 0; i < m_neighbours.Count; i++)
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{
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// The purpose of this loop is to re-update the known neighbors
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@ -295,7 +293,10 @@ namespace OpenSim.Region.Environment.Scenes
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// Additionally, the commFailTF property gets reset to false.
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if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
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{
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m_neighbours[i] = otherRegion;
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lock (m_neighbours)
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{
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m_neighbours[i] = otherRegion;
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}
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}
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}
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@ -305,16 +306,24 @@ namespace OpenSim.Region.Environment.Scenes
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if (!(m_neighbours.Contains(otherRegion)))
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{
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m_neighbours.Add(otherRegion);
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lock (m_neighbours)
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{
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m_neighbours.Add(otherRegion);
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}
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}
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1))
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{
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lock (m_regionRestartNotifyList)
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{
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m_regionRestartNotifyList.Add(otherRegion);
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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{
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m_regionRestartNotifyList.Add(otherRegion);
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m_restartWaitTimer.Interval = 50000;
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m_restartWaitTimer.AutoReset = false;
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m_restartWaitTimer.Elapsed += new ElapsedEventHandler(RestartNotifyWaitElapsed);
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m_restartWaitTimer.Start();
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m_restartWaitTimer.Interval = 50000;
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m_restartWaitTimer.AutoReset = false;
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m_restartWaitTimer.Elapsed += new ElapsedEventHandler(RestartNotifyWaitElapsed);
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m_restartWaitTimer.Start();
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}
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}
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}
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else
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@ -394,33 +403,36 @@ namespace OpenSim.Region.Environment.Scenes
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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{
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m_restartWaitTimer.Stop();
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foreach (RegionInfo region in m_regionRestartNotifyList)
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lock (m_regionRestartNotifyList)
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{
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try
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foreach (RegionInfo region in m_regionRestartNotifyList)
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{
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ForEachScenePresence(delegate(ScenePresence agent)
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try
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{
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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ForEachScenePresence(delegate(ScenePresence agent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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InformClientOfNeighbor(agent, region);
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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InformClientOfNeighbor(agent, region);
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}
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}
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);
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}
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catch (System.NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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}
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}
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);
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}
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catch (System.NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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}
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// Reset list to nothing.
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m_regionRestartNotifyList.Clear();
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}
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// Reset list to nothing.
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m_regionRestartNotifyList.Clear();
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}
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// This is the method that shuts down the scene.
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@ -444,7 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Stop all client threads.
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ForEachScenePresence(delegate(ScenePresence avatar)
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{
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avatar.ControllingClient.Stop();
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avatar.ControllingClient.Close();
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});
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// Stop updating the scene objects and agents.
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m_heartbeatTimer.Close();
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