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authorJustin Clark-Casey (justincc)2014-12-09 23:59:19 +0000
committerJustin Clark-Casey (justincc)2014-12-09 23:59:19 +0000
commit76722d832486b521610ee422dfa4c78a5797f3a9 (patch)
tree971d337178c9fc4a8f27a1b0064b1d499cec775c /OpenSim
parentrefactor: rename IteratingUuidGather.AddAssetUuidToInspect() and RecordAssetU... (diff)
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In XEngine, enqueue a script rez to the compile queue after setting m_CompileDict to avoid a rare but not impossible race condition.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 752b397..7ff82e6 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1020,11 +1020,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1020 } 1020 }
1021 else 1021 else
1022 { 1022 {
1023 m_CompileQueue.Enqueue(parms);
1024 lock (m_CompileDict) 1023 lock (m_CompileDict)
1025 {
1026 m_CompileDict[itemID] = 0; 1024 m_CompileDict[itemID] = 0;
1027 } 1025
1026 // This must occur after the m_CompileDict so that an existing compile thread cannot hit the check
1027 // in DoOnRezScript() before m_CompileDict has been updated.
1028 m_CompileQueue.Enqueue(parms);
1028 1029
1029// m_log.DebugFormat("[XEngine]: Added script {0} to compile queue", itemID); 1030// m_log.DebugFormat("[XEngine]: Added script {0} to compile queue", itemID);
1030 1031