From 3ffd90496a366f2b64eb8daadf63a2b6ee05ad7a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 20:23:31 +0000
Subject: Prevent duplicate invocations or race dontision in
SP.CompleteMovement()
This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 29 +++++++++++++++++++++---
1 file changed, 26 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 49f70c4..63cca56 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -108,6 +108,16 @@ namespace OpenSim.Region.Framework.Scenes
}
}
+ ///
+ /// This exists to prevent race conditions between two CompleteMovement threads if the simulator is slow and
+ /// the viewer fires these in quick succession.
+ ///
+ ///
+ /// TODO: The child -> agent transition should be folded into LifecycleState and the CompleteMovement
+ /// regulation done there.
+ ///
+ private object m_completeMovementLock = new object();
+
// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
private static readonly Array DIR_CONTROL_FLAGS = Enum.GetValues(typeof(Dir_ControlFlags));
private static readonly Vector3 HEAD_ADJUSTMENT = new Vector3(0f, 0f, 0.3f);
@@ -905,6 +915,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Turns a child agent into a root agent.
///
+ ///
/// Child agents are logged into neighbouring sims largely to observe changes. Root agents exist when the
/// avatar is actual in the sim. They can perform all actions.
/// This change is made whenever an avatar enters a region, whether by crossing over from a neighbouring sim,
@@ -912,8 +923,8 @@ namespace OpenSim.Region.Framework.Scenes
///
/// This method is on the critical path for transferring an avatar from one region to another. Delay here
/// delays that crossing.
- ///
- private void MakeRootAgent(Vector3 pos, bool isFlying)
+ ///
+ private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
// m_log.InfoFormat(
// "[SCENE]: Upgrading child to root agent for {0} in {1}",
@@ -921,6 +932,10 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
+ lock (m_completeMovementLock)
+ if (!IsChildAgent)
+ return false;
+
IsChildAgent = false;
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
@@ -1070,6 +1085,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerOnMakeRootAgent(this);
+ return true;
}
public int GetStateSource()
@@ -1443,7 +1459,14 @@ namespace OpenSim.Region.Framework.Scenes
}
bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
- MakeRootAgent(AbsolutePosition, flying);
+ if (!MakeRootAgent(AbsolutePosition, flying))
+ {
+ m_log.DebugFormat(
+ "[SCENE PRESENCE]: Aborting CompleteMovement call for {0} in {1} as they are already root",
+ Name, Scene.Name);
+
+ return;
+ }
// Tell the client that we're totally ready
ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
--
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