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authorJustin Clark-Casey (justincc)2010-09-15 21:41:42 +0100
committerJustin Clark-Casey (justincc)2010-09-15 21:51:13 +0100
commit16f296f48932379a89c52f095eae199347f33407 (patch)
tree083f5e19ff4a5a349d7ddac5055bff1a1fd59cdd /OpenSim
parentRemove long unused Region/Framework/ThreadTracker (diff)
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Instead of locking SOG.Children when a group is being removed from the scene, iterate over an unlocked list instead
Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs32
1 files changed, 17 insertions, 15 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index dc6509d..99c2abf 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Linq;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -1236,26 +1237,27 @@ namespace OpenSim.Region.Framework.Scenes
1236 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1237 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1237 public void DeleteGroup(bool silent) 1238 public void DeleteGroup(bool silent)
1238 { 1239 {
1240 List<SceneObjectPart> parts;
1241
1239 lock (m_parts) 1242 lock (m_parts)
1243 parts = m_parts.Values.ToList();
1244
1245 foreach (SceneObjectPart part in parts)
1240 { 1246 {
1241 foreach (SceneObjectPart part in m_parts.Values) 1247 Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1242 { 1248 {
1243// part.Inventory.RemoveScriptInstances(); 1249 if (avatar.ParentID == LocalId)
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar)
1245 { 1250 {
1246 if (avatar.ParentID == LocalId) 1251 avatar.StandUp();
1247 { 1252 }
1248 avatar.StandUp();
1249 }
1250 1253
1251 if (!silent) 1254 if (!silent)
1252 { 1255 {
1253 part.UpdateFlag = 0; 1256 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1257 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1258 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1259 }
1257 }); 1260 });
1258 }
1259 } 1261 }
1260 } 1262 }
1261 1263