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authormeta72010-08-10 09:07:17 -0700
committermeta72010-08-10 09:07:17 -0700
commit1ead2ed5eea379c500d2657e7bed8908b376e336 (patch)
tree30c510a0fa2fcd99b73a3527d0dffa17b7de3804 /OpenSim
parentremoning debug messages (diff)
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Add a stack trace to the error output on the recursive read lock warning on my RWlocks. Whilst recursive locks are safe, coupled with other issues we're experiencing with the TaskInventoryDictionary it implies that somewhere the lock is not being freed possibly due to a merge error somewhere, and thus it needs to be looked into.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs218
2 files changed, 128 insertions, 104 deletions
diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs
index 4b9a509..6b65fba 100644
--- a/OpenSim/Framework/TaskInventoryDictionary.cs
+++ b/OpenSim/Framework/TaskInventoryDictionary.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
30using System.Threading; 30using System.Threading;
31using System.Reflection; 31using System.Reflection;
32using System.Xml; 32using System.Xml;
33using System.Diagnostics;
33using System.Xml.Schema; 34using System.Xml.Schema;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
35using log4net; 36using log4net;
@@ -90,6 +91,19 @@ namespace OpenSim.Framework
90 if (m_itemLock.RecursiveReadCount > 0) 91 if (m_itemLock.RecursiveReadCount > 0)
91 { 92 {
92 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); 93 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
94 try
95 {
96 StackTrace stackTrace = new StackTrace(); // get call stack
97 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
98
99 // write call stack method names
100 foreach (StackFrame stackFrame in stackFrames)
101 {
102 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name); // write method name
103 }
104 }
105 catch
106 {}
93 m_itemLock.ExitReadLock(); 107 m_itemLock.ExitReadLock();
94 } 108 }
95 if (m_itemLock.RecursiveWriteCount > 0) 109 if (m_itemLock.RecursiveWriteCount > 0)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 3c3f4b7..4f6bc52 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -138,6 +139,15 @@ namespace OpenSim.Region.Framework.Scenes
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); 139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 try 140 try
140 { 141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name); // write method name
149 }
150
141 m_partsLock.ExitReadLock(); 151 m_partsLock.ExitReadLock();
142 } 152 }
143 catch { } // Ignore errors, to allow resync 153 catch { } // Ignore errors, to allow resync
@@ -317,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
317 private bool m_scriptListens_notAtTarget = false; 327 private bool m_scriptListens_notAtTarget = false;
318 328
319 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
320 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
321 public bool m_dupeInProgress = false; 331 public bool m_dupeInProgress = false;
322 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
323 333
@@ -475,21 +485,21 @@ namespace OpenSim.Region.Framework.Scenes
475 { 485 {
476 part.IgnoreUndoUpdate = false; 486 part.IgnoreUndoUpdate = false;
477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION); 487 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
478 part.GroupPosition = val; 488 part.GroupPosition = val;
479 if (!m_dupeInProgress) 489 if (!m_dupeInProgress)
480 { 490 {
481 part.TriggerScriptChangedEvent(Changed.POSITION); 491 part.TriggerScriptChangedEvent(Changed.POSITION);
492 }
493 }
494 if (!m_dupeInProgress)
495 {
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
499 av.AbsolutePosition += offset;
500 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
501 av.SendFullUpdateToAllClients();
482 } 502 }
483 }
484 if (!m_dupeInProgress)
485 {
486 foreach (ScenePresence av in m_linkedAvatars)
487 {
488 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
489 av.AbsolutePosition += offset;
490 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
491 av.SendFullUpdateToAllClients();
492 }
493 } 503 }
494 504
495 //if (m_rootPart.PhysActor != null) 505 //if (m_rootPart.PhysActor != null)
@@ -1805,95 +1815,95 @@ namespace OpenSim.Region.Framework.Scenes
1805 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param> 1815 /// <param name="userExposed">True if the duplicate will immediately be in the scene, false otherwise</param>
1806 /// <returns></returns> 1816 /// <returns></returns>
1807 public SceneObjectGroup Copy(bool userExposed) 1817 public SceneObjectGroup Copy(bool userExposed)
1808 { 1818 {
1809 SceneObjectGroup dupe; 1819 SceneObjectGroup dupe;
1810 try 1820 try
1811 { 1821 {
1812 m_dupeInProgress = true; 1822 m_dupeInProgress = true;
1813 dupe = (SceneObjectGroup)MemberwiseClone(); 1823 dupe = (SceneObjectGroup)MemberwiseClone();
1814 dupe.m_isBackedUp = false; 1824 dupe.m_isBackedUp = false;
1815 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1825 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1816 1826
1817 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1827 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1818 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1828 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1819 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1829 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1820 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1830 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1821 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1831 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1822 // then restore it's attachment state 1832 // then restore it's attachment state
1823 1833
1824 // This is only necessary when userExposed is false! 1834 // This is only necessary when userExposed is false!
1825 1835
1826 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1836 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1827 1837
1828 if (!userExposed) 1838 if (!userExposed)
1829 dupe.RootPart.IsAttachment = true; 1839 dupe.RootPart.IsAttachment = true;
1830 1840
1831 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1841 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1832 1842
1833 if (!userExposed) 1843 if (!userExposed)
1834 { 1844 {
1835 dupe.RootPart.IsAttachment = previousAttachmentStatus; 1845 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1836 } 1846 }
1837 1847
1838 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1848 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1839 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1849 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1840 1850
1841 if (userExposed) 1851 if (userExposed)
1842 dupe.m_rootPart.TrimPermissions(); 1852 dupe.m_rootPart.TrimPermissions();
1843 1853
1844 /// may need to create a new Physics actor. 1854 /// may need to create a new Physics actor.
1845 if (dupe.RootPart.PhysActor != null && userExposed) 1855 if (dupe.RootPart.PhysActor != null && userExposed)
1846 { 1856 {
1847 PrimitiveBaseShape pbs = dupe.RootPart.Shape; 1857 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1848 1858
1849 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( 1859 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1850 dupe.RootPart.Name, 1860 dupe.RootPart.Name,
1851 pbs, 1861 pbs,
1852 dupe.RootPart.AbsolutePosition, 1862 dupe.RootPart.AbsolutePosition,
1853 dupe.RootPart.Scale, 1863 dupe.RootPart.Scale,
1854 dupe.RootPart.RotationOffset, 1864 dupe.RootPart.RotationOffset,
1855 dupe.RootPart.PhysActor.IsPhysical); 1865 dupe.RootPart.PhysActor.IsPhysical);
1856 1866
1857 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; 1867 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1858 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); 1868 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1859 } 1869 }
1860 1870
1861 List<SceneObjectPart> partList; 1871 List<SceneObjectPart> partList;
1862 1872
1863 lockPartsForRead(true); 1873 lockPartsForRead(true);
1864 1874
1865 partList = new List<SceneObjectPart>(m_parts.Values); 1875 partList = new List<SceneObjectPart>(m_parts.Values);
1866 1876
1867 lockPartsForRead(false); 1877 lockPartsForRead(false);
1868 1878
1869 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1879 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1870 { 1880 {
1871 return p1.LinkNum.CompareTo(p2.LinkNum); 1881 return p1.LinkNum.CompareTo(p2.LinkNum);
1872 } 1882 }
1873 ); 1883 );
1874 1884
1875 foreach (SceneObjectPart part in partList) 1885 foreach (SceneObjectPart part in partList)
1876 { 1886 {
1877 if (part.UUID != m_rootPart.UUID) 1887 if (part.UUID != m_rootPart.UUID)
1878 { 1888 {
1879 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1889 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1880 1890
1881 newPart.LinkNum = part.LinkNum; 1891 newPart.LinkNum = part.LinkNum;
1882 } 1892 }
1883 } 1893 }
1884 1894
1885 if (userExposed) 1895 if (userExposed)
1886 { 1896 {
1887 dupe.UpdateParentIDs(); 1897 dupe.UpdateParentIDs();
1888 dupe.HasGroupChanged = true; 1898 dupe.HasGroupChanged = true;
1889 dupe.AttachToBackup(); 1899 dupe.AttachToBackup();
1890 1900
1891 ScheduleGroupForFullUpdate(); 1901 ScheduleGroupForFullUpdate();
1892 } 1902 }
1893 } 1903 }
1894 finally 1904 finally
1895 { 1905 {
1896 m_dupeInProgress = false; 1906 m_dupeInProgress = false;
1897 } 1907 }
1898 return dupe; 1908 return dupe;
1899 } 1909 }