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); -- cgit v1.1