* Added some locking to help race conditions in the neighbors lists

afrisby
Teravus Ovares 2007-12-11 21:43:17 +00:00
parent 1fd62bc1af
commit d67009a78b
1 changed files with 42 additions and 30 deletions

View File

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