Relaxed the ultra-conservative lock on m_items. Needs testing under linux and stress.
parent
257a46dfb9
commit
d93a442483
|
@ -118,20 +118,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="linkNum">Link number for the part</param>
|
||||
public void ResetInventoryIDs()
|
||||
{
|
||||
lock (Items)
|
||||
lock (m_items)
|
||||
{
|
||||
if (0 == Items.Count)
|
||||
if (0 == m_items.Count)
|
||||
return;
|
||||
|
||||
HasInventoryChanged = true;
|
||||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
|
||||
Items.Clear();
|
||||
IList<TaskInventoryItem> items = GetInventoryItems();
|
||||
m_items.Clear();
|
||||
|
||||
foreach (TaskInventoryItem item in items)
|
||||
{
|
||||
item.ResetIDs(m_part.UUID);
|
||||
Items.Add(item.ItemID, item);
|
||||
m_items.Add(item.ItemID, item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -148,10 +148,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
HasInventoryChanged = true;
|
||||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
|
||||
List<TaskInventoryItem> items = GetInventoryItems();
|
||||
foreach (TaskInventoryItem item in items)
|
||||
{
|
||||
if (ownerId != item.OwnerID)
|
||||
|
@ -161,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change every item in this inventory to a new group.
|
||||
|
@ -175,36 +175,27 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
HasInventoryChanged = true;
|
||||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
|
||||
List<TaskInventoryItem> items = GetInventoryItems();
|
||||
foreach (TaskInventoryItem item in items)
|
||||
{
|
||||
if (groupID != item.GroupID)
|
||||
{
|
||||
item.GroupID = groupID;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start all the scripts contained in this prim's inventory
|
||||
/// </summary>
|
||||
public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
|
||||
{
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in Items.Values)
|
||||
{
|
||||
if ((int)InventoryType.LSL == item.InvType)
|
||||
{
|
||||
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public ArrayList GetScriptErrors(UUID itemID)
|
||||
{
|
||||
|
@ -236,17 +227,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </param>
|
||||
public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
|
||||
{
|
||||
lock (Items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in Items.Values)
|
||||
{
|
||||
if ((int)InventoryType.LSL == item.InvType)
|
||||
{
|
||||
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start a script which is in this prim's inventory.
|
||||
|
@ -375,22 +359,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </param>
|
||||
public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
|
||||
{
|
||||
lock (m_items)
|
||||
{
|
||||
if (m_items.ContainsKey(itemId))
|
||||
{
|
||||
CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
|
||||
}
|
||||
TaskInventoryItem item = GetInventoryItem(itemId);
|
||||
if (item != null)
|
||||
CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
|
||||
else
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[PRIM INVENTORY]: " +
|
||||
"Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
|
||||
itemId, m_part.Name, m_part.UUID,
|
||||
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop a script which is in this prim's inventory.
|
||||
|
@ -430,17 +408,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
/// <summary>
|
||||
/// Check if the inventory holds an item with a given name.
|
||||
/// This method assumes that the task inventory is already locked.
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
/// <returns></returns>
|
||||
private bool InventoryContainsName(string name)
|
||||
{
|
||||
foreach (TaskInventoryItem item in Items.Values)
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
if (item.Name == name)
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -482,12 +462,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="item"></param>
|
||||
public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
|
||||
{
|
||||
List<TaskInventoryItem> il;
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
il = new List<TaskInventoryItem>(m_items.Values);
|
||||
}
|
||||
List<TaskInventoryItem> il = GetInventoryItems();
|
||||
|
||||
foreach (TaskInventoryItem i in il)
|
||||
{
|
||||
|
@ -527,14 +502,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
item.GroupID = m_part.GroupID;
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
m_items.Add(item.ItemID, item);
|
||||
|
||||
if (allowedDrop)
|
||||
m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
|
||||
else
|
||||
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
||||
}
|
||||
|
||||
m_inventorySerial++;
|
||||
//m_inventorySerial += 2;
|
||||
|
@ -558,10 +531,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_items.Add(item.ItemID, item);
|
||||
// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
||||
}
|
||||
}
|
||||
|
||||
m_inventorySerial++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an existing inventory item. Returns the original, so any changes will be live.
|
||||
|
@ -615,11 +587,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
|
||||
{
|
||||
lock(m_items)
|
||||
{
|
||||
if (m_items.ContainsKey(item.ItemID))
|
||||
{
|
||||
if (m_items.ContainsKey(item.ItemID))
|
||||
TaskInventoryItem it = GetInventoryItem(item.ItemID);
|
||||
if (it != null)
|
||||
{
|
||||
item.ParentID = m_part.UUID;
|
||||
item.ParentPartID = m_part.UUID;
|
||||
|
@ -631,13 +600,17 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
item.GroupID = m_part.GroupID;
|
||||
|
||||
if (item.AssetID == UUID.Zero)
|
||||
item.AssetID = it.AssetID;
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
item.AssetID = m_items[item.ItemID].AssetID;
|
||||
}
|
||||
m_items[item.ItemID] = item;
|
||||
m_inventorySerial++;
|
||||
}
|
||||
|
||||
if (fireScriptEvents)
|
||||
m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
|
||||
|
||||
HasInventoryChanged = true;
|
||||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
return true;
|
||||
|
@ -650,10 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
item.ItemID, m_part.Name, m_part.UUID,
|
||||
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||
}
|
||||
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -664,9 +635,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// in this prim's inventory.</returns>
|
||||
public int RemoveInventoryItem(UUID itemID)
|
||||
{
|
||||
lock (m_items)
|
||||
{
|
||||
if (m_items.ContainsKey(itemID))
|
||||
TaskInventoryItem item = GetInventoryItem(itemID);
|
||||
if (item != null)
|
||||
{
|
||||
int type = m_items[itemID].InvType;
|
||||
if (type == 10) // Script
|
||||
|
@ -681,26 +651,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
HasInventoryChanged = true;
|
||||
m_part.ParentGroup.HasGroupChanged = true;
|
||||
|
||||
int scriptcount = 0;
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
if (item.Type == 10)
|
||||
{
|
||||
scriptcount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (scriptcount <= 0)
|
||||
{
|
||||
if (!ContainsScripts())
|
||||
m_part.RemFlag(PrimFlags.Scripted);
|
||||
}
|
||||
|
||||
m_part.ScheduleFullUpdate();
|
||||
|
||||
return type;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -710,7 +667,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
itemID, m_part.Name, m_part.UUID,
|
||||
m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
@ -763,9 +719,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// isn't available (such as drag from prim inventory to agent inventory)
|
||||
InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
List<TaskInventoryItem> items = GetInventoryItems();
|
||||
foreach (TaskInventoryItem item in items)
|
||||
{
|
||||
UUID ownerID = item.OwnerID;
|
||||
uint everyoneMask = 0;
|
||||
|
@ -809,7 +764,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
|
||||
invString.AddSectionEnd();
|
||||
}
|
||||
}
|
||||
|
||||
fileData = Utils.StringToBytes(invString.BuildString);
|
||||
|
||||
|
@ -830,12 +784,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
if (HasInventoryChanged)
|
||||
{
|
||||
lock (Items)
|
||||
{
|
||||
datastore.StorePrimInventory(m_part.UUID, Items.Values);
|
||||
}
|
||||
|
||||
HasInventoryChanged = false;
|
||||
List<TaskInventoryItem> items = GetInventoryItems();
|
||||
datastore.StorePrimInventory(m_part.UUID, items);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1002,6 +954,30 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return ret;
|
||||
}
|
||||
|
||||
public List<TaskInventoryItem> GetInventoryItems()
|
||||
{
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
ret = new List<TaskInventoryItem>(m_items.Values);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public List<TaskInventoryItem> GetInventoryScripts()
|
||||
{
|
||||
List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
ret.Add(item);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public Dictionary<UUID, string> GetScriptStates()
|
||||
{
|
||||
IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
|
||||
|
@ -1010,11 +986,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (engines == null) // No engine at all
|
||||
return ret;
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
||||
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
foreach (IScriptModule e in engines)
|
||||
{
|
||||
|
@ -1030,8 +1004,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
@ -1042,11 +1014,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (engines == null)
|
||||
return;
|
||||
|
||||
lock (m_items)
|
||||
{
|
||||
foreach (TaskInventoryItem item in m_items.Values)
|
||||
{
|
||||
if (item.InvType == (int)InventoryType.LSL)
|
||||
List<TaskInventoryItem> scripts = GetInventoryScripts();
|
||||
|
||||
foreach (TaskInventoryItem item in scripts)
|
||||
{
|
||||
foreach (IScriptModule engine in engines)
|
||||
{
|
||||
|
@ -1060,7 +1030,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue