* 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

@ -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();