Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.

This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
This commit is contained in:
Dan Lake
2010-03-17 06:40:00 -07:00
committed by John Hurliman
parent a647f50087
commit 73e9b0be72
10 changed files with 262 additions and 237 deletions

View File

@@ -414,12 +414,8 @@ namespace OpenSim.Region.Framework.Scenes
ForEachCurrentScene(
delegate(Scene scene)
{
ScenePresence[] scenePresences = scene.GetScenePresences();
for (int i = 0; i < scenePresences.Length; i++)
scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
ScenePresence scenePresence = scenePresences[i];
if (!scenePresence.IsChildAgent)
{
m_log.DebugFormat("Packet debug for {0} {1} set to {2}",
@@ -429,7 +425,7 @@ namespace OpenSim.Region.Framework.Scenes
scenePresence.ControllingClient.SetDebugPacketLevel(newDebug);
}
}
});
}
);
}
@@ -441,14 +437,11 @@ namespace OpenSim.Region.Framework.Scenes
ForEachCurrentScene(
delegate(Scene scene)
{
ScenePresence[] scenePresences = scene.GetScenePresences();
for (int i = 0; i < scenePresences.Length; i++)
scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
{
ScenePresence scenePresence = scenePresences[i];
if (!scenePresence.IsChildAgent)
avatars.Add(scenePresence);
}
});
}
);
@@ -461,7 +454,7 @@ namespace OpenSim.Region.Framework.Scenes
ForEachCurrentScene(delegate(Scene scene)
{
ScenePresence[] scenePresences = scene.GetScenePresences();
List<ScenePresence> scenePresences = scene.GetScenePresences();
presences.AddRange(scenePresences);
});