From 63e6666f2216a34da8327bcd94f94c4ed6c2b254 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Sat, 1 Sep 2012 02:05:28 +0100
Subject: try to reduce potencial recursive locking
---
.../CoreModules/World/Land/LandManagementModule.cs | 77 ++++++++++++++--------
1 file changed, 51 insertions(+), 26 deletions(-)
(limited to 'OpenSim/Region/CoreModules')
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 51dcb67..8bc81ae 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -86,7 +86,10 @@ namespace OpenSim.Region.CoreModules.World.Land
///
/// Land objects keyed by local id
///
- private readonly Dictionary m_landList = new Dictionary();
+// private readonly Dictionary m_landList = new Dictionary();
+
+ //ubit: removed the readonly so i can move it around
+ private Dictionary m_landList = new Dictionary();
private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
@@ -242,15 +245,19 @@ namespace OpenSim.Region.CoreModules.World.Land
{
LandData newData = data.Copy();
newData.LocalID = local_id;
+ ILandObject landobj = null;
lock (m_landList)
{
if (m_landList.ContainsKey(local_id))
{
m_landList[local_id].LandData = newData;
- m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
+ landobj = m_landList[local_id];
+// m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]);
}
}
+ if(landobj != null)
+ m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, landobj);
}
public bool AllowedForcefulBans
@@ -280,14 +287,14 @@ namespace OpenSim.Region.CoreModules.World.Land
protected ILandObject CreateDefaultParcel()
{
m_log.DebugFormat(
- "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
-
- ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
+ "[LAND MANAGEMENT MODULE]: Creating default parcel for region {0}", m_scene.RegionInfo.RegionName);
+
+ ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);
fullSimParcel.SetLandBitmap(fullSimParcel.GetSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
fullSimParcel.LandData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
fullSimParcel.LandData.ClaimDate = Util.UnixTimeSinceEpoch();
-
- return AddLandObject(fullSimParcel);
+
+ return AddLandObject(fullSimParcel);
}
public List AllParcels()
@@ -617,21 +624,28 @@ namespace OpenSim.Region.CoreModules.World.Land
///
public void Clear(bool setupDefaultParcel)
{
+ Dictionary landworkList;
+ // move to work pointer since we are deleting it all
lock (m_landList)
{
- foreach (ILandObject lo in m_landList.Values)
- {
- //m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
- m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
- }
+ landworkList = m_landList;
+ m_landList = new Dictionary();
+ }
- m_landList.Clear();
+ // this 2 methods have locks (now)
+ ResetSimLandObjects();
- ResetSimLandObjects();
+ if (setupDefaultParcel)
+ CreateDefaultParcel();
- if (setupDefaultParcel)
- CreateDefaultParcel();
+ // fire outside events unlocked
+ foreach (ILandObject lo in landworkList.Values)
+ {
+ //m_scene.SimulationDataService.RemoveLandObject(lo.LandData.GlobalID);
+ m_scene.EventManager.TriggerLandObjectRemoved(lo.LandData.GlobalID);
}
+ landworkList.Clear();
+
}
private void performFinalLandJoin(ILandObject master, ILandObject slave)
@@ -1324,20 +1338,30 @@ namespace OpenSim.Region.CoreModules.World.Land
public void EventManagerOnIncomingLandDataFromStorage(List data)
{
+ Dictionary landworkList;
+ // move to work pointer since we are deleting it all
+ lock (m_landList)
+ {
+ landworkList = m_landList;
+ m_landList = new Dictionary();
+ }
+
+ //Remove all the land objects in the sim and then process our new data
+ foreach (int n in landworkList.Keys)
+ {
+ m_scene.EventManager.TriggerLandObjectRemoved(landworkList[n].LandData.GlobalID);
+ }
+ landworkList.Clear();
+
lock (m_landList)
{
- //Remove all the land objects in the sim and then process our new data
- foreach (int n in m_landList.Keys)
- {
- m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
- }
m_landIDList.Initialize();
m_landList.Clear();
+ }
- for (int i = 0; i < data.Count; i++)
- {
- IncomingLandObjectFromStorage(data[i]);
- }
+ for (int i = 0; i < data.Count; i++)
+ {
+ IncomingLandObjectFromStorage(data[i]);
}
}
@@ -1366,7 +1390,8 @@ namespace OpenSim.Region.CoreModules.World.Land
public void EventManagerOnNoLandDataFromStorage()
{
- lock (m_landList)
+ // called methods already have locks
+// lock (m_landList)
{
ResetSimLandObjects();
CreateDefaultParcel();
--
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