* Added some locking to help race conditions in the neighbors lists
parent
1fd62bc1af
commit
d67009a78b
|
@ -283,8 +283,6 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
|
||||
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++)
|
||||
{
|
||||
|
@ -294,19 +292,29 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// 'known neighbors list'
|
||||
// Additionally, the commFailTF property gets reset to false.
|
||||
if (m_neighbours[i].RegionHandle == otherRegion.RegionHandle)
|
||||
{
|
||||
lock (m_neighbours)
|
||||
{
|
||||
m_neighbours[i] = otherRegion;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If the value isn't in the neighbours, add it.
|
||||
// If the RegionInfo isn't exact but is for the same XY World location,
|
||||
// then the above loop will fix that.
|
||||
|
||||
if (!(m_neighbours.Contains(otherRegion)))
|
||||
{
|
||||
lock (m_neighbours)
|
||||
{
|
||||
m_neighbours.Add(otherRegion);
|
||||
}
|
||||
}
|
||||
if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1))
|
||||
{
|
||||
lock (m_regionRestartNotifyList)
|
||||
{
|
||||
if (!(m_regionRestartNotifyList.Contains(otherRegion)))
|
||||
{
|
||||
m_regionRestartNotifyList.Add(otherRegion);
|
||||
|
@ -317,6 +325,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
m_restartWaitTimer.Start();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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");
|
||||
|
@ -394,6 +403,8 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
m_restartWaitTimer.Stop();
|
||||
lock (m_regionRestartNotifyList)
|
||||
{
|
||||
foreach (RegionInfo region in m_regionRestartNotifyList)
|
||||
{
|
||||
try
|
||||
|
@ -422,6 +433,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// Reset list to nothing.
|
||||
m_regionRestartNotifyList.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
// This is the method that shuts down the scene.
|
||||
public override void Close()
|
||||
|
@ -444,7 +456,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// Stop all client threads.
|
||||
ForEachScenePresence(delegate(ScenePresence avatar)
|
||||
{
|
||||
avatar.ControllingClient.Stop();
|
||||
avatar.ControllingClient.Close();
|
||||
});
|
||||
// Stop updating the scene objects and agents.
|
||||
m_heartbeatTimer.Close();
|
||||
|
|
Loading…
Reference in New Issue