From e16d7fe1da3432d819f72e8c2af420601009854b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 15 Nov 2011 20:02:09 +0000 Subject: Instead of having scene add/remove collision events directly to the OdeScene collision event dictionary, marshall them via a change dictionary first. This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where 1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing 2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments 3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts. --- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 58 ++++++++++++++++++---------- 1 file changed, 38 insertions(+), 20 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index a4e5c1e..740037f 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -219,9 +219,14 @@ namespace OpenSim.Region.Physics.OdePlugin private readonly List _perloopContact = new List(); /// - /// A list of actors that should receive collision events. + /// A dictionary of actors that should receive collision events. /// private readonly Dictionary _collisionEventPrim = new Dictionary(); + + /// + /// A dictionary of collision event changes that are waiting to be processed. + /// + private readonly Dictionary _collisionEventPrimChanges = new Dictionary(); private readonly HashSet _badCharacter = new HashSet(); public Dictionary geom_name_map = new Dictionary(); @@ -1635,8 +1640,8 @@ namespace OpenSim.Region.Physics.OdePlugin { // m_log.DebugFormat("[PHYSICS]: Adding {0} to collision event reporting", obj.SOPName); - lock (_collisionEventPrim) - _collisionEventPrim[obj.LocalID] = obj; + lock (_collisionEventPrimChanges) + _collisionEventPrimChanges[obj.LocalID] = obj; } /// @@ -1647,8 +1652,8 @@ namespace OpenSim.Region.Physics.OdePlugin { // m_log.DebugFormat("[PHYSICS]: Removing {0} from collision event reporting", obj.SOPName); - lock (_collisionEventPrim) - _collisionEventPrim.Remove(obj.LocalID); + lock (_collisionEventPrimChanges) + _collisionEventPrimChanges[obj.LocalID] = null; } #region Add/Remove Entities @@ -2660,6 +2665,22 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); // m_physicsiterations = 10; // } + // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential + // deadlock if the collision event tries to lock something else later on which is already locked by a + // caller that is adding or removing the collision event. + lock (_collisionEventPrimChanges) + { + foreach (KeyValuePair kvp in _collisionEventPrimChanges) + { + if (kvp.Value == null) + _collisionEventPrim.Remove(kvp.Key); + else + _collisionEventPrim[kvp.Key] = kvp.Value; + } + + _collisionEventPrimChanges.Clear(); + } + if (SupportsNINJAJoints) { DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks @@ -2787,25 +2808,22 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); collision_optimized(); - lock (_collisionEventPrim) + foreach (PhysicsActor obj in _collisionEventPrim.Values) { - foreach (PhysicsActor obj in _collisionEventPrim.Values) - { // m_log.DebugFormat("[PHYSICS]: Assessing {0} for collision events", obj.SOPName); - switch ((ActorTypes)obj.PhysicsActorType) - { - case ActorTypes.Agent: - OdeCharacter cobj = (OdeCharacter)obj; - cobj.AddCollisionFrameTime(100); - cobj.SendCollisions(); - break; + switch ((ActorTypes)obj.PhysicsActorType) + { + case ActorTypes.Agent: + OdeCharacter cobj = (OdeCharacter)obj; + cobj.AddCollisionFrameTime(100); + cobj.SendCollisions(); + break; - case ActorTypes.Prim: - OdePrim pobj = (OdePrim)obj; - pobj.SendCollisions(); - break; - } + case ActorTypes.Prim: + OdePrim pobj = (OdePrim)obj; + pobj.SendCollisions(); + break; } } -- cgit v1.1