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author | Justin Clark-Casey (justincc) | 2012-02-03 23:04:26 +0000 |
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committer | Justin Clark-Casey (justincc) | 2012-02-03 23:04:26 +0000 |
commit | ce34b359ad0254b6b4f460e2740e1a1ed30c456b (patch) | |
tree | de8031f3cc707d9ae910f7f41c62bc823f4c7a22 /OpenSim/Region/OptionalModules/World | |
parent | Refactor common deserialization processor code to generic method ExternalRepr... (diff) | |
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Extend m_avatars lock in NpcModule.CreateNPC over both creation of NPC scene presence and population of m_avatars.
This is required to stop a race where the SensorRepeat module can detect an NPC avatar before m_avatars is populated.
Extending the lock is the easiest to understand solution rather than getting complicated with null checks.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5872
Diffstat (limited to 'OpenSim/Region/OptionalModules/World')
-rw-r--r-- | OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | 30 |
1 files changed, 16 insertions, 14 deletions
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs index 3831d7a..6a48b89 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs | |||
@@ -140,24 +140,26 @@ namespace OpenSim.Region.OptionalModules.World.NPC | |||
140 | // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); | 140 | // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); |
141 | // } | 141 | // } |
142 | 142 | ||
143 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); | 143 | lock (m_avatars) |
144 | scene.AddNewClient(npcAvatar, PresenceType.Npc); | ||
145 | |||
146 | ScenePresence sp; | ||
147 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) | ||
148 | { | 144 | { |
149 | m_log.DebugFormat( | 145 | scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd); |
150 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); | 146 | scene.AddNewClient(npcAvatar, PresenceType.Npc); |
151 | 147 | ||
152 | sp.CompleteMovement(npcAvatar, false); | 148 | ScenePresence sp; |
153 | } | 149 | if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) |
154 | else | 150 | { |
155 | { | 151 | m_log.DebugFormat( |
156 | m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); | 152 | "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); |
157 | } | 153 | |
154 | sp.CompleteMovement(npcAvatar, false); | ||
155 | } | ||
156 | else | ||
157 | { | ||
158 | m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); | ||
159 | } | ||
158 | 160 | ||
159 | lock (m_avatars) | ||
160 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); | 161 | m_avatars.Add(npcAvatar.AgentId, npcAvatar); |
162 | } | ||
161 | 163 | ||
162 | m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); | 164 | m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId); |
163 | 165 | ||