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authorJustin Clark-Casey (justincc)2012-04-17 23:54:51 +0100
committerJustin Clark-Casey (justincc)2012-04-17 23:54:51 +0100
commit859646ef5cf016eecfefb53b2b388fe880c39a3a (patch)
treea276ce77c5c3281f68e6ad9e93e9bca2486a84db
parentAdd TestGetChildPartPositionAfterObjectRotation() (diff)
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minor: Add some method doc. Add warnings since calling SOG link/delink methods directly rather than through Scene may allow race conditions.
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs19
2 files changed, 22 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 0098add..67eb0fe 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -91,6 +91,9 @@ namespace OpenSim.Region.Framework.Scenes
91 /// </summary> 91 /// </summary>
92 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>(); 92 protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
93 93
94 /// <summary>
95 /// Lock to prevent object group update, linking and delinking operations from running concurrently.
96 /// </summary>
94 private Object m_updateLock = new Object(); 97 private Object m_updateLock = new Object();
95 98
96 #endregion 99 #endregion
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index a49ed13..8e786c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1962,6 +1962,10 @@ namespace OpenSim.Region.Framework.Scenes
1962 /// <summary> 1962 /// <summary>
1963 /// Link the prims in a given group to this group 1963 /// Link the prims in a given group to this group
1964 /// </summary> 1964 /// </summary>
1965 /// <remarks>
1966 /// Do not call this method directly - use Scene.LinkObjects() instead to avoid races between threads.
1967 /// FIXME: There are places where scripts call these methods directly without locking. This is a potential race condition.
1968 /// </remarks>
1965 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 1969 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1966 public void LinkToGroup(SceneObjectGroup objectGroup) 1970 public void LinkToGroup(SceneObjectGroup objectGroup)
1967 { 1971 {
@@ -2045,6 +2049,11 @@ namespace OpenSim.Region.Framework.Scenes
2045 /// Delink the given prim from this group. The delinked prim is established as 2049 /// Delink the given prim from this group. The delinked prim is established as
2046 /// an independent SceneObjectGroup. 2050 /// an independent SceneObjectGroup.
2047 /// </summary> 2051 /// </summary>
2052 /// <remarks>
2053 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2054 /// condition. But currently there is no
2055 /// alternative method that does take a lonk to delink a single prim.
2056 /// </remarks>
2048 /// <param name="partID"></param> 2057 /// <param name="partID"></param>
2049 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2058 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
2050 public SceneObjectGroup DelinkFromGroup(uint partID) 2059 public SceneObjectGroup DelinkFromGroup(uint partID)
@@ -2056,6 +2065,11 @@ namespace OpenSim.Region.Framework.Scenes
2056 /// Delink the given prim from this group. The delinked prim is established as 2065 /// Delink the given prim from this group. The delinked prim is established as
2057 /// an independent SceneObjectGroup. 2066 /// an independent SceneObjectGroup.
2058 /// </summary> 2067 /// </summary>
2068 /// <remarks>
2069 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2070 /// condition. But currently there is no
2071 /// alternative method that does take a lonk to delink a single prim.
2072 /// </remarks>
2059 /// <param name="partID"></param> 2073 /// <param name="partID"></param>
2060 /// <param name="sendEvents"></param> 2074 /// <param name="sendEvents"></param>
2061 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns> 2075 /// <returns>The object group of the newly delinked prim. Null if part could not be found</returns>
@@ -2081,6 +2095,11 @@ namespace OpenSim.Region.Framework.Scenes
2081 /// Delink the given prim from this group. The delinked prim is established as 2095 /// Delink the given prim from this group. The delinked prim is established as
2082 /// an independent SceneObjectGroup. 2096 /// an independent SceneObjectGroup.
2083 /// </summary> 2097 /// </summary>
2098 /// <remarks>
2099 /// FIXME: This method should not be called directly since it bypasses update locking, allowing a potential race
2100 /// condition. But currently there is no
2101 /// alternative method that does take a lonk to delink a single prim.
2102 /// </remarks>
2084 /// <param name="partID"></param> 2103 /// <param name="partID"></param>
2085 /// <param name="sendEvents"></param> 2104 /// <param name="sendEvents"></param>
2086 /// <returns>The object group of the newly delinked prim.</returns> 2105 /// <returns>The object group of the newly delinked prim.</returns>