Change object cleanup again. Make scene object directories more robust and

prevent deleted SOP's from sticking around
avinationmerge
Melanie Thielker 2010-08-25 23:11:00 +02:00
parent 1bcb2e788f
commit dc1baf8025
2 changed files with 30 additions and 19 deletions

View File

@ -3211,8 +3211,6 @@ namespace OpenSim.Region.Framework.Scenes
m_eventManager.TriggerOnRemovePresence(agentID);
m_log.Debug("[Scene] Finished OnRemovePresence");
CleanDroppedAttachments();
ForEachClient(
delegate(IClientAPI client)
{
@ -3248,6 +3246,7 @@ namespace OpenSim.Region.Framework.Scenes
}
m_log.Debug("[Scene] Done. Firing RemoveCircuit");
m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
CleanDroppedAttachments();
m_log.Debug("[Scene] The avatar has left the building");
//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));

View File

@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Scenes
protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalID = new Dictionary<uint, SceneObjectGroup>();
protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
private readonly Object m_dictionary_lock = new Object();
private Object m_updateLock = new Object();
@ -150,11 +149,10 @@ namespace OpenSim.Region.Framework.Scenes
m_scenePresencesLock.ExitWriteLock();
}
lock (m_dictionary_lock)
{
lock (SceneObjectGroupsByFullID)
SceneObjectGroupsByFullID.Clear();
lock (SceneObjectGroupsByLocalID)
SceneObjectGroupsByLocalID.Clear();
}
Entities.Clear();
}
@ -385,15 +383,17 @@ namespace OpenSim.Region.Framework.Scenes
OnObjectCreate(sceneObject);
}
lock (m_dictionary_lock)
lock (SceneObjectGroupsByFullID)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
}
lock (SceneObjectGroupsByLocalID)
{
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
}
@ -408,24 +408,32 @@ namespace OpenSim.Region.Framework.Scenes
{
if (Entities.ContainsKey(uuid))
{
SceneObjectGroup grp = (SceneObjectGroup)Entities[uuid];
if (!resultOfObjectLinked)
{
m_numPrim -= ((SceneObjectGroup) Entities[uuid]).Children.Count;
if ((((SceneObjectGroup)Entities[uuid]).RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
{
RemovePhysicalPrim(((SceneObjectGroup)Entities[uuid]).Children.Count);
}
if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
RemovePhysicalPrim(grp.Children.Count);
}
if (OnObjectRemove != null)
OnObjectRemove(Entities[uuid]);
lock (m_dictionary_lock)
lock (SceneObjectGroupsByFullID)
{
SceneObjectGroupsByFullID.Remove(uuid);
SceneObjectGroupsByLocalID.Remove(((SceneObjectGroup)Entities[uuid]).LocalId);
foreach (SceneObjectPart part in grp.Children.Values)
SceneObjectGroupsByFullID.Remove(part.UUID);
SceneObjectGroupsByFullID.Remove(grp.RootPart.UUID);
}
lock (SceneObjectGroupsByLocalID)
{
foreach (SceneObjectPart part in grp.Children.Values)
SceneObjectGroupsByLocalID.Remove(part.LocalId);
SceneObjectGroupsByLocalID.Remove(grp.RootPart.LocalId);
}
Entities.Remove(uuid);
//SceneObjectGroup part;
//((part.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
@ -884,7 +892,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByLocalID.TryGetValue(localID, out sog))
{
return sog;
if (sog.HasChildPrim(localID))
return sog;
SceneObjectGroupsByLocalID.Remove(localID);
}
}
@ -920,7 +930,9 @@ namespace OpenSim.Region.Framework.Scenes
{
if (SceneObjectGroupsByFullID.TryGetValue(fullID, out sog))
{
return sog;
if (sog.Children.ContainsKey(fullID))
return sog;
SceneObjectGroupsByFullID.Remove(fullID);
}
}