Rewrote parts of the code that were double-locking different objects. This is about half of the code base reviewed.

This commit is contained in:
Diva Canto
2009-10-06 15:39:53 -07:00
parent 99c85b5ef5
commit e992ca0255
9 changed files with 211 additions and 176 deletions

View File

@@ -297,34 +297,44 @@ namespace OpenSim.Region.Framework.Scenes
sceneObject.AttachToScene(m_parentScene);
List<SceneObjectPart> parts = null;
bool found = false;
lock (sceneObject)
{
if (!Entities.ContainsKey(sceneObject.UUID))
{
found = true;
Entities.Add(sceneObject);
m_numPrim += sceneObject.Children.Count;
if (attachToBackup)
sceneObject.AttachToBackup();
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
lock (m_dictionary_lock)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
parts = new List<SceneObjectPart>(sceneObject.Children.Values);
return true;
}
}
if (found)
{
lock (m_dictionary_lock)
{
SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
foreach (SceneObjectPart part in parts)
{
SceneObjectGroupsByFullID[part.UUID] = sceneObject;
SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
}
}
if (OnObjectCreate != null)
OnObjectCreate(sceneObject);
return true;
}
return false;
}