Improve consistency of locking for SOG.m_parts in order to avoid race conditions in linking and unlinking

This commit is contained in:
Justin Clark-Casey (justincc)
2010-08-26 00:08:53 +01:00
parent 22fd00b002
commit 8031f8ec09
23 changed files with 912 additions and 747 deletions

View File

@@ -213,7 +213,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public int PrimCount
{
get { return m_parts.Count; }
get { lock (m_parts) { return m_parts.Count; } }
}
protected Quaternion m_rotation = Quaternion.Identity;
@@ -237,6 +237,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <value>
/// The parts of this scene object group. You must lock this property before using it.
/// If you want to know the number of children, consider using the PrimCount property instead
/// </value>
public Dictionary<UUID, SceneObjectPart> Children
{
@@ -298,6 +299,7 @@ namespace OpenSim.Region.Framework.Scenes
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
}
if (RootPart.GetStatusSandbox())
{
if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -308,6 +310,7 @@ namespace OpenSim.Region.Framework.Scenes
return;
}
}
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -558,21 +561,23 @@ namespace OpenSim.Region.Framework.Scenes
if (m_rootPart.LocalId == 0)
m_rootPart.LocalId = m_scene.AllocateLocalId();
// No need to lock here since the object isn't yet in a scene
foreach (SceneObjectPart part in m_parts.Values)
lock (m_parts)
{
if (Object.ReferenceEquals(part, m_rootPart))
foreach (SceneObjectPart part in m_parts.Values)
{
continue;
if (Object.ReferenceEquals(part, m_rootPart))
{
continue;
}
if (part.LocalId == 0)
{
part.LocalId = m_scene.AllocateLocalId();
}
part.ParentID = m_rootPart.LocalId;
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
}
if (part.LocalId == 0)
{
part.LocalId = m_scene.AllocateLocalId();
}
part.ParentID = m_rootPart.LocalId;
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
}
ApplyPhysics(m_scene.m_physicalPrim);
@@ -670,7 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
minY = 256f;
minZ = 8192f;
lock(m_parts);
lock(m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
@@ -995,9 +1000,12 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.AttachedAvatar = agentID;
//Anakin Lohner bug #3839
foreach (SceneObjectPart p in m_parts.Values)
lock (m_parts)
{
p.AttachedAvatar = agentID;
foreach (SceneObjectPart p in m_parts.Values)
{
p.AttachedAvatar = agentID;
}
}
if (m_rootPart.PhysActor != null)
@@ -1065,10 +1073,14 @@ namespace OpenSim.Region.Framework.Scenes
AbsolutePosition = detachedpos;
m_rootPart.AttachedAvatar = UUID.Zero;
//Anakin Lohner bug #3839
foreach (SceneObjectPart p in m_parts.Values)
//Anakin Lohner bug #3839
lock (m_parts)
{
p.AttachedAvatar = UUID.Zero;
foreach (SceneObjectPart p in m_parts.Values)
{
p.AttachedAvatar = UUID.Zero;
}
}
m_rootPart.SetParentLocalId(0);
@@ -1094,10 +1106,14 @@ namespace OpenSim.Region.Framework.Scenes
}
m_rootPart.AttachedAvatar = UUID.Zero;
//Anakin Lohner bug #3839
foreach (SceneObjectPart p in m_parts.Values)
lock (m_parts)
{
p.AttachedAvatar = UUID.Zero;
foreach (SceneObjectPart p in m_parts.Values)
{
p.AttachedAvatar = UUID.Zero;
}
}
m_rootPart.SetParentLocalId(0);
@@ -1160,9 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
part.ParentID = 0;
part.LinkNum = 0;
// No locking required since the SOG should not be in the scene yet - one can't change root parts after
// the scene object has been attached to the scene
m_parts.Add(m_rootPart.UUID, m_rootPart);
lock (m_parts)
m_parts.Add(m_rootPart.UUID, m_rootPart);
}
/// <summary>
@@ -1625,7 +1640,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
///
/// Copy the given part as the root part of this scene object.
/// </summary>
/// <param name="part"></param>
/// <param name="cAgentID"></param>
@@ -1882,11 +1897,12 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="cGroupID"></param>
public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
{
SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
newPart.SetParent(this);
SceneObjectPart newPart = null;
lock (m_parts)
{
{
newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
newPart.SetParent(this);
m_parts.Add(newPart.UUID, newPart);
}
@@ -1903,14 +1919,15 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void ResetIDs()
{
// As this is only ever called for prims which are not currently part of the scene (and hence
// not accessible by clients), there should be no need to lock
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
lock (m_parts)
{
part.ResetIDs(part.LinkNum); // Don't change link nums
m_parts.Add(part.UUID, part);
List<SceneObjectPart> partsList = new List<SceneObjectPart>(m_parts.Values);
m_parts.Clear();
foreach (SceneObjectPart part in partsList)
{
part.ResetIDs(part.LinkNum); // Don't change link nums
m_parts.Add(part.UUID, part);
}
}
}
@@ -2136,10 +2153,15 @@ namespace OpenSim.Region.Framework.Scenes
public SceneObjectPart GetChildPart(UUID primID)
{
SceneObjectPart childPart = null;
if (m_parts.ContainsKey(primID))
lock (m_parts)
{
childPart = m_parts[primID];
if (m_parts.ContainsKey(primID))
{
childPart = m_parts[primID];
}
}
return childPart;
}
@@ -2174,9 +2196,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public bool HasChildPrim(UUID primID)
{
if (m_parts.ContainsKey(primID))
lock (m_parts)
{
return true;
if (m_parts.ContainsKey(primID))
return true;
}
return false;
@@ -2370,17 +2393,19 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_parts)
{
m_parts.Remove(linkPart.UUID);
}
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
RootPart.LinkNum = 0;
else
{
foreach (SceneObjectPart p in m_parts.Values)
if (m_parts.Count == 1 && RootPart != null) //Single prim is left
{
if (p.LinkNum > linkPart.LinkNum)
p.LinkNum--;
RootPart.LinkNum = 0;
}
else
{
foreach (SceneObjectPart p in m_parts.Values)
{
if (p.LinkNum > linkPart.LinkNum)
p.LinkNum--;
}
}
}
linkPart.ParentID = 0;
@@ -2762,9 +2787,11 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdatePermissions(UUID AgentID, byte field, uint localID,
uint mask, byte addRemTF)
{
foreach (SceneObjectPart part in m_parts.Values)
part.UpdatePermissions(AgentID, field, localID, mask,
addRemTF);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
part.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
}
HasGroupChanged = true;
}