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authorDiva Canto2009-10-06 15:39:53 -0700
committerDiva Canto2009-10-06 15:39:53 -0700
commite992ca025571a891333a57012c2cd4419b6581e5 (patch)
treea6fd7e9f2e46999c72780bf60d2890e8a9c74fe4 /OpenSim/Region/Framework/Scenes
parent* Change some more default ports to the robust default of 8003 (diff)
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Rewrote parts of the code that were double-locking different objects. This is about half of the code base reviewed.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs36
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs36
2 files changed, 43 insertions, 29 deletions
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 5b571c7..df9473d 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -122,12 +122,13 @@ namespace OpenSim.Region.Framework.Scenes
122 public bool InventoryDeQueueAndDelete() 122 public bool InventoryDeQueueAndDelete()
123 { 123 {
124 DeleteToInventoryHolder x = null; 124 DeleteToInventoryHolder x = null;
125 int left = 0;
125 126
126 try 127 try
127 { 128 {
128 lock (m_inventoryDeletes) 129 lock (m_inventoryDeletes)
129 { 130 {
130 int left = m_inventoryDeletes.Count; 131 left = m_inventoryDeletes.Count;
131 if (left > 0) 132 if (left > 0)
132 { 133 {
133 x = m_inventoryDeletes.Dequeue(); 134 x = m_inventoryDeletes.Dequeue();
@@ -136,23 +137,26 @@ namespace OpenSim.Region.Framework.Scenes
136 m_inventoryDeletes.Enqueue(x); 137 m_inventoryDeletes.Enqueue(x);
137 return true; 138 return true;
138 } 139 }
140 }
141 }
139 142
140 m_log.DebugFormat( 143 if (left > 0)
141 "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left); 144 {
142 145 m_log.DebugFormat(
143 try 146 "[SCENE]: Sending object to user's inventory, {0} item(s) remaining.", left);
144 { 147
145 m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient); 148 try
146 if (x.permissionToDelete) 149 {
147 m_scene.DeleteSceneObject(x.objectGroup, false); 150 m_scene.DeleteToInventory(x.action, x.folderID, x.objectGroup, x.remoteClient);
148 } 151 if (x.permissionToDelete)
149 catch (Exception e) 152 m_scene.DeleteSceneObject(x.objectGroup, false);
150 { 153 }
151 m_log.DebugFormat("Exception background sending object: " + e); 154 catch (Exception e)
152 } 155 {
153 156 m_log.DebugFormat("Exception background sending object: " + e);
154 return true;
155 } 157 }
158
159 return true;
156 } 160 }
157 } 161 }
158 catch (Exception e) 162 catch (Exception e)
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 54ac792..20b3b5c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -297,34 +297,44 @@ namespace OpenSim.Region.Framework.Scenes
297 297
298 sceneObject.AttachToScene(m_parentScene); 298 sceneObject.AttachToScene(m_parentScene);
299 299
300 List<SceneObjectPart> parts = null;
301 bool found = false;
300 lock (sceneObject) 302 lock (sceneObject)
301 { 303 {
302 if (!Entities.ContainsKey(sceneObject.UUID)) 304 if (!Entities.ContainsKey(sceneObject.UUID))
303 { 305 {
306 found = true;
304 Entities.Add(sceneObject); 307 Entities.Add(sceneObject);
305 m_numPrim += sceneObject.Children.Count; 308 m_numPrim += sceneObject.Children.Count;
306 309
307 if (attachToBackup) 310 if (attachToBackup)
308 sceneObject.AttachToBackup(); 311 sceneObject.AttachToBackup();
309 312
310 if (OnObjectCreate != null) 313 parts = new List<SceneObjectPart>(sceneObject.Children.Values);
311 OnObjectCreate(sceneObject); 314
312 315 }
313 lock (m_dictionary_lock) 316 }
317
318 if (found)
319 {
320 lock (m_dictionary_lock)
321 {
322 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
323 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
324 foreach (SceneObjectPart part in parts)
314 { 325 {
315 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; 326 SceneObjectGroupsByFullID[part.UUID] = sceneObject;
316 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; 327 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
317 foreach (SceneObjectPart part in sceneObject.Children.Values)
318 {
319 SceneObjectGroupsByFullID[part.UUID] = sceneObject;
320 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
321 }
322 } 328 }
323
324 return true;
325 } 329 }
330
331 if (OnObjectCreate != null)
332 OnObjectCreate(sceneObject);
333
334 return true;
326 } 335 }
327 336
337
328 return false; 338 return false;
329 } 339 }
330 340