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author | Justin Clarke Casey | 2009-02-20 14:04:29 +0000 |
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committer | Justin Clarke Casey | 2009-02-20 14:04:29 +0000 |
commit | 01f70de2ea562f78991084be01a83295f8f2be0b (patch) | |
tree | ff43706bf83039ce9d9c6c5bfffe56f2df1d1c86 /OpenSim/Region/Framework/Scenes | |
parent | Revert previous commit (diff) | |
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* Consistently lock part.TaskInventory as pointed out in http://opensimulator.org/mantis/view.php?id=3159
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 34 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 6 |
3 files changed, 30 insertions, 17 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs index 1a3c4c8..f7db908 100644 --- a/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs +++ b/OpenSim/Region/Framework/Scenes/Hypergrid/HGAssetMapper.cs | |||
@@ -226,9 +226,12 @@ namespace OpenSim.Region.Framework.Scenes.Hypergrid | |||
226 | { | 226 | { |
227 | TaskInventoryDictionary tinv = sog.RootPart.TaskInventory; | 227 | TaskInventoryDictionary tinv = sog.RootPart.TaskInventory; |
228 | 228 | ||
229 | foreach (TaskInventoryItem titem in tinv.Values) | 229 | lock (tinv) |
230 | { | 230 | { |
231 | uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture); | 231 | foreach (TaskInventoryItem titem in tinv.Values) |
232 | { | ||
233 | uuids.Add(titem.AssetID, (InventoryType)titem.Type == InventoryType.Texture); | ||
234 | } | ||
232 | } | 235 | } |
233 | } | 236 | } |
234 | 237 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ec3fdf1..27c22eb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1710,12 +1710,15 @@ if (m_shape != null) { | |||
1710 | info.AddValue("m_inventoryFileName", Inventory.GetInventoryFileName()); | 1710 | info.AddValue("m_inventoryFileName", Inventory.GetInventoryFileName()); |
1711 | info.AddValue("m_folderID", UUID); | 1711 | info.AddValue("m_folderID", UUID); |
1712 | info.AddValue("PhysActor", PhysActor); | 1712 | info.AddValue("PhysActor", PhysActor); |
1713 | 1713 | ||
1714 | Dictionary<Guid, TaskInventoryItem> TaskInventory_work = new Dictionary<Guid, TaskInventoryItem>(); | 1714 | Dictionary<Guid, TaskInventoryItem> TaskInventory_work = new Dictionary<Guid, TaskInventoryItem>(); |
1715 | 1715 | ||
1716 | foreach (UUID id in TaskInventory.Keys) | 1716 | lock (TaskInventory) |
1717 | { | 1717 | { |
1718 | TaskInventory_work.Add(id.Guid, TaskInventory[id]); | 1718 | foreach (UUID id in TaskInventory.Keys) |
1719 | { | ||
1720 | TaskInventory_work.Add(id.Guid, TaskInventory[id]); | ||
1721 | } | ||
1719 | } | 1722 | } |
1720 | 1723 | ||
1721 | info.AddValue("TaskInventory", TaskInventory_work); | 1724 | info.AddValue("TaskInventory", TaskInventory_work); |
@@ -2166,13 +2169,16 @@ if (m_shape != null) { | |||
2166 | { | 2169 | { |
2167 | //Trys to fetch sound id from prim's inventory. | 2170 | //Trys to fetch sound id from prim's inventory. |
2168 | //Prim's inventory doesn't support non script items yet | 2171 | //Prim's inventory doesn't support non script items yet |
2169 | SceneObjectPart op = this; | 2172 | |
2170 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in op.TaskInventory) | 2173 | lock (TaskInventory) |
2171 | { | 2174 | { |
2172 | if (item.Value.Name == sound) | 2175 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) |
2173 | { | 2176 | { |
2174 | soundID = item.Value.ItemID; | 2177 | if (item.Value.Name == sound) |
2175 | break; | 2178 | { |
2179 | soundID = item.Value.ItemID; | ||
2180 | break; | ||
2181 | } | ||
2176 | } | 2182 | } |
2177 | } | 2183 | } |
2178 | } | 2184 | } |
@@ -2486,13 +2492,15 @@ if (m_shape != null) { | |||
2486 | if (!UUID.TryParse(sound, out soundID)) | 2492 | if (!UUID.TryParse(sound, out soundID)) |
2487 | { | 2493 | { |
2488 | // search sound file from inventory | 2494 | // search sound file from inventory |
2489 | SceneObjectPart op = this; | 2495 | lock (TaskInventory) |
2490 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in op.TaskInventory) | ||
2491 | { | 2496 | { |
2492 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 2497 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) |
2493 | { | 2498 | { |
2494 | soundID = item.Value.ItemID; | 2499 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2495 | break; | 2500 | { |
2501 | soundID = item.Value.ItemID; | ||
2502 | break; | ||
2503 | } | ||
2496 | } | 2504 | } |
2497 | } | 2505 | } |
2498 | } | 2506 | } |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index bc8896e..7b2fae0 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -140,9 +140,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
140 | // If the prim is a sculpt then preserve this information too | 140 | // If the prim is a sculpt then preserve this information too |
141 | if (part.Shape.SculptTexture != UUID.Zero) | 141 | if (part.Shape.SculptTexture != UUID.Zero) |
142 | assetUuids[part.Shape.SculptTexture] = 1; | 142 | assetUuids[part.Shape.SculptTexture] = 1; |
143 | 143 | ||
144 | TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); | ||
145 | |||
144 | // Now analyze this prim's inventory items to preserve all the uuids that they reference | 146 | // Now analyze this prim's inventory items to preserve all the uuids that they reference |
145 | foreach (TaskInventoryItem tii in part.TaskInventory.Values) | 147 | foreach (TaskInventoryItem tii in taskDictionary.Values) |
146 | { | 148 | { |
147 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); | 149 | //m_log.DebugFormat("[ARCHIVER]: Analysing item asset type {0}", tii.Type); |
148 | 150 | ||