* Added some locking to help race conditions in the neighbors lists
parent
1fd62bc1af
commit
d67009a78b
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@ -283,8 +283,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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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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{
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for (int i = 0; i < m_neighbours.Count; i++)
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for (int i = 0; i < m_neighbours.Count; i++)
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{
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{
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@ -294,19 +292,29 @@ namespace OpenSim.Region.Environment.Scenes
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// 'known neighbors list'
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// 'known neighbors list'
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// Additionally, the commFailTF property gets reset to false.
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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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if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
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{
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lock (m_neighbours)
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{
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{
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m_neighbours[i] = otherRegion;
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m_neighbours[i] = otherRegion;
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}
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}
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}
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}
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}
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// If the value isn't in the neighbours, add it.
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// If the value isn't in the neighbours, add it.
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// If the RegionInfo isn't exact but is for the same XY World location,
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// If the RegionInfo isn't exact but is for the same XY World location,
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// then the above loop will fix that.
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// then the above loop will fix that.
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if (!(m_neighbours.Contains(otherRegion)))
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if (!(m_neighbours.Contains(otherRegion)))
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{
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lock (m_neighbours)
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{
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{
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m_neighbours.Add(otherRegion);
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m_neighbours.Add(otherRegion);
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}
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}
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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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lock (m_regionRestartNotifyList)
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{
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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{
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{
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m_regionRestartNotifyList.Add(otherRegion);
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m_regionRestartNotifyList.Add(otherRegion);
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@ -317,6 +325,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_restartWaitTimer.Start();
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m_restartWaitTimer.Start();
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}
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}
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}
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}
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}
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else
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else
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{
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{
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MainLog.Instance.Verbose("INTERGRID", "Got notice about Region at X:" + otherRegion.RegionLocX.ToString() + " Y:" + otherRegion.RegionLocY.ToString() + " but it was too far away to send to the client");
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MainLog.Instance.Verbose("INTERGRID", "Got notice about Region at X:" + otherRegion.RegionLocX.ToString() + " Y:" + otherRegion.RegionLocY.ToString() + " but it was too far away to send to the client");
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@ -394,6 +403,8 @@ namespace OpenSim.Region.Environment.Scenes
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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{
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{
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m_restartWaitTimer.Stop();
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m_restartWaitTimer.Stop();
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lock (m_regionRestartNotifyList)
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{
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foreach (RegionInfo region in m_regionRestartNotifyList)
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foreach (RegionInfo region in m_regionRestartNotifyList)
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{
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{
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try
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try
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@ -422,6 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Reset list to nothing.
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// Reset list to nothing.
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m_regionRestartNotifyList.Clear();
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m_regionRestartNotifyList.Clear();
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}
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}
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}
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// This is the method that shuts down the scene.
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// This is the method that shuts down the scene.
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public override void Close()
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public override void Close()
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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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// Stop all client threads.
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ForEachScenePresence(delegate(ScenePresence avatar)
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ForEachScenePresence(delegate(ScenePresence avatar)
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{
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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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});
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// Stop updating the scene objects and agents.
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// Stop updating the scene objects and agents.
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m_heartbeatTimer.Close();
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m_heartbeatTimer.Close();
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