diff options
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 114 |
1 files changed, 53 insertions, 61 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index ce11267..ef13c98 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -68,8 +68,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
68 | 68 | ||
69 | #region Fields | 69 | #region Fields |
70 | 70 | ||
71 | protected Dictionary<UUID, ScenePresence> m_scenePresences = new Dictionary<UUID, ScenePresence>(); | 71 | protected object m_presenceLock = new object(); |
72 | protected ScenePresence[] m_scenePresenceArray = new ScenePresence[0]; | 72 | protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); |
73 | protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); | ||
73 | 74 | ||
74 | // SceneObjects is not currently populated or used. | 75 | // SceneObjects is not currently populated or used. |
75 | //public Dictionary<UUID, SceneObjectGroup> SceneObjects; | 76 | //public Dictionary<UUID, SceneObjectGroup> SceneObjects; |
@@ -132,10 +133,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
132 | 133 | ||
133 | protected internal void Close() | 134 | protected internal void Close() |
134 | { | 135 | { |
135 | lock (m_scenePresences) | 136 | lock (m_presenceLock) |
136 | { | 137 | { |
137 | m_scenePresences.Clear(); | 138 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); |
138 | m_scenePresenceArray = new ScenePresence[0]; | 139 | List<ScenePresence> newlist = new List<ScenePresence>(); |
140 | m_scenePresenceMap = newmap; | ||
141 | m_scenePresenceArray = newlist; | ||
139 | } | 142 | } |
140 | 143 | ||
141 | lock (m_dictionary_lock) | 144 | lock (m_dictionary_lock) |
@@ -518,34 +521,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
518 | 521 | ||
519 | Entities[presence.UUID] = presence; | 522 | Entities[presence.UUID] = presence; |
520 | 523 | ||
521 | lock (m_scenePresences) | 524 | lock (m_presenceLock) |
522 | { | 525 | { |
523 | if (!m_scenePresences.ContainsKey(presence.UUID)) | 526 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); |
527 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); | ||
528 | |||
529 | if (!newmap.ContainsKey(presence.UUID)) | ||
524 | { | 530 | { |
525 | m_scenePresences.Add(presence.UUID, presence); | 531 | newmap.Add(presence.UUID, presence); |
526 | 532 | newlist.Add(presence); | |
527 | // Create a new array of ScenePresence references | ||
528 | int oldLength = m_scenePresenceArray.Length; | ||
529 | ScenePresence[] newArray = new ScenePresence[oldLength + 1]; | ||
530 | Array.Copy(m_scenePresenceArray, newArray, oldLength); | ||
531 | newArray[oldLength] = presence; | ||
532 | m_scenePresenceArray = newArray; | ||
533 | } | 533 | } |
534 | else | 534 | else |
535 | { | 535 | { |
536 | m_scenePresences[presence.UUID] = presence; | 536 | // Remember the old presene reference from the dictionary |
537 | 537 | ScenePresence oldref = newmap[presence.UUID]; | |
538 | // Do a linear search through the array of ScenePresence references | 538 | // Replace the presence reference in the dictionary with the new value |
539 | // and update the modified entry | 539 | newmap[presence.UUID] = presence; |
540 | for (int i = 0; i < m_scenePresenceArray.Length; i++) | 540 | // Find the index in the list where the old ref was stored and update the reference |
541 | { | 541 | newlist[newlist.IndexOf(oldref)] = presence; |
542 | if (m_scenePresenceArray[i].UUID == presence.UUID) | ||
543 | { | ||
544 | m_scenePresenceArray[i] = presence; | ||
545 | break; | ||
546 | } | ||
547 | } | ||
548 | } | 542 | } |
543 | |||
544 | // Swap out the dictionary and list with new references | ||
545 | m_scenePresenceMap = newmap; | ||
546 | m_scenePresenceArray = newlist; | ||
549 | } | 547 | } |
550 | } | 548 | } |
551 | 549 | ||
@@ -561,25 +559,21 @@ namespace OpenSim.Region.Framework.Scenes | |||
561 | agentID); | 559 | agentID); |
562 | } | 560 | } |
563 | 561 | ||
564 | lock (m_scenePresences) | 562 | lock (m_presenceLock) |
565 | { | 563 | { |
566 | if (m_scenePresences.Remove(agentID)) | 564 | Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); |
565 | List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); | ||
566 | |||
567 | // Remember the old presene reference from the dictionary | ||
568 | ScenePresence oldref = newmap[agentID]; | ||
569 | // Remove the presence reference from the dictionary | ||
570 | if (newmap.Remove(agentID)) | ||
567 | { | 571 | { |
568 | // Copy all of the elements from the previous array | 572 | // Find the index in the list where the old ref was stored and remove the reference |
569 | // into the new array except the removed element | 573 | newlist.RemoveAt(newlist.IndexOf(oldref)); |
570 | int oldLength = m_scenePresenceArray.Length; | 574 | // Swap out the dictionary and list with new references |
571 | ScenePresence[] newArray = new ScenePresence[oldLength - 1]; | 575 | m_scenePresenceMap = newmap; |
572 | int j = 0; | 576 | m_scenePresenceArray = newlist; |
573 | for (int i = 0; i < m_scenePresenceArray.Length; i++) | ||
574 | { | ||
575 | ScenePresence presence = m_scenePresenceArray[i]; | ||
576 | if (presence.UUID != agentID) | ||
577 | { | ||
578 | newArray[j] = presence; | ||
579 | ++j; | ||
580 | } | ||
581 | } | ||
582 | m_scenePresenceArray = newArray; | ||
583 | } | 577 | } |
584 | else | 578 | else |
585 | { | 579 | { |
@@ -698,7 +692,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
698 | } | 692 | } |
699 | 693 | ||
700 | /// <summary> | 694 | /// <summary> |
701 | /// Request a copy of m_scenePresences in this World | 695 | /// Get a reference to the scene presence list. Changes to the list will be done in a copy |
702 | /// There is no guarantee that presences will remain in the scene after the list is returned. | 696 | /// There is no guarantee that presences will remain in the scene after the list is returned. |
703 | /// This list should remain private to SceneGraph. Callers wishing to iterate should instead | 697 | /// This list should remain private to SceneGraph. Callers wishing to iterate should instead |
704 | /// pass a delegate to ForEachScenePresence. | 698 | /// pass a delegate to ForEachScenePresence. |
@@ -706,8 +700,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
706 | /// <returns></returns> | 700 | /// <returns></returns> |
707 | private List<ScenePresence> GetScenePresences() | 701 | private List<ScenePresence> GetScenePresences() |
708 | { | 702 | { |
709 | lock (m_scenePresences) | 703 | return m_scenePresenceArray; |
710 | return new List<ScenePresence>(m_scenePresenceArray); | ||
711 | } | 704 | } |
712 | 705 | ||
713 | /// <summary> | 706 | /// <summary> |
@@ -717,12 +710,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
717 | /// <returns>null if the presence was not found</returns> | 710 | /// <returns>null if the presence was not found</returns> |
718 | protected internal ScenePresence GetScenePresence(UUID agentID) | 711 | protected internal ScenePresence GetScenePresence(UUID agentID) |
719 | { | 712 | { |
720 | ScenePresence sp; | 713 | Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap; |
721 | lock (m_scenePresences) | 714 | ScenePresence presence; |
722 | { | 715 | presences.TryGetValue(agentID, out presence); |
723 | m_scenePresences.TryGetValue(agentID, out sp); | 716 | return presence; |
724 | } | ||
725 | return sp; | ||
726 | } | 717 | } |
727 | 718 | ||
728 | /// <summary> | 719 | /// <summary> |
@@ -733,7 +724,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
733 | /// <returns>null if the presence was not found</returns> | 724 | /// <returns>null if the presence was not found</returns> |
734 | protected internal ScenePresence GetScenePresence(string firstName, string lastName) | 725 | protected internal ScenePresence GetScenePresence(string firstName, string lastName) |
735 | { | 726 | { |
736 | foreach (ScenePresence presence in GetScenePresences()) | 727 | List<ScenePresence> presences = GetScenePresences(); |
728 | foreach (ScenePresence presence in presences) | ||
737 | { | 729 | { |
738 | if (presence.Firstname == firstName && presence.Lastname == lastName) | 730 | if (presence.Firstname == firstName && presence.Lastname == lastName) |
739 | return presence; | 731 | return presence; |
@@ -748,7 +740,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
748 | /// <returns>null if the presence was not found</returns> | 740 | /// <returns>null if the presence was not found</returns> |
749 | protected internal ScenePresence GetScenePresence(uint localID) | 741 | protected internal ScenePresence GetScenePresence(uint localID) |
750 | { | 742 | { |
751 | foreach (ScenePresence presence in GetScenePresences()) | 743 | List<ScenePresence> presences = GetScenePresences(); |
744 | foreach (ScenePresence presence in presences) | ||
752 | if (presence.LocalId == localID) | 745 | if (presence.LocalId == localID) |
753 | return presence; | 746 | return presence; |
754 | return null; | 747 | return null; |
@@ -756,10 +749,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
756 | 749 | ||
757 | protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar) | 750 | protected internal bool TryGetScenePresence(UUID agentID, out ScenePresence avatar) |
758 | { | 751 | { |
759 | lock (m_scenePresences) | 752 | Dictionary<UUID, ScenePresence> presences = m_scenePresenceMap; |
760 | { | 753 | presences.TryGetValue(agentID, out avatar); |
761 | m_scenePresences.TryGetValue(agentID, out avatar); | ||
762 | } | ||
763 | return (avatar != null); | 754 | return (avatar != null); |
764 | } | 755 | } |
765 | 756 | ||
@@ -1036,8 +1027,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1036 | }); | 1027 | }); |
1037 | Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction); | 1028 | Parallel.ForEach<ScenePresence>(GetScenePresences(), protectedAction); |
1038 | */ | 1029 | */ |
1039 | // For now, perform actiona serially | 1030 | // For now, perform actions serially |
1040 | foreach (ScenePresence sp in GetScenePresences()) | 1031 | List<ScenePresence> presences = GetScenePresences(); |
1032 | foreach (ScenePresence sp in presences) | ||
1041 | { | 1033 | { |
1042 | try | 1034 | try |
1043 | { | 1035 | { |