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authorJustin Clark-Casey (justincc)2014-12-10 00:04:10 +0000
committerJustin Clark-Casey (justincc)2014-12-10 00:04:10 +0000
commit227d2e2b616ad52331b387f2dbf3392583f194f6 (patch)
tree19aea7ced0383e047c989040ad9e45b1378d1142 /OpenSim/Region/ScriptEngine
parentIn XEngine, enqueue a script rez to the compile queue after setting m_Compile... (diff)
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Avoid a possible race condition where the XEngine script compile thread could complete but see OnRezScript() insert a new job and complete before it set m_CurrentCompile = null
If the above happened, it would mean the new script would not compile until some script was added for compilation.
Diffstat (limited to 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs8
1 files changed, 8 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 7ff82e6..ccd5d99 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1101,7 +1101,15 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1101 // due to a race condition 1101 // due to a race condition
1102 // 1102 //
1103 lock (m_CompileQueue) 1103 lock (m_CompileQueue)
1104 {
1104 m_CurrentCompile = null; 1105 m_CurrentCompile = null;
1106
1107 // This is to avoid a situation where the m_CompileQueue while loop above could complete but
1108 // OnRezScript() place a new script on the queue and check m_CurrentCompile = null before we hit
1109 // this section.
1110 if (m_CompileQueue.Count > 0)
1111 m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null);
1112 }
1105 } 1113 }
1106 1114
1107 return null; 1115 return null;