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
From 3bc669ffc7638b56d5ab5aac038c33106ba9a95b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 23:31:50 +0000
Subject: Actually put IsChildAgent = true inside the lock, otherwise there is
still a small window for race conditions on duplicate CompleteMovement calls
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
(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 63cca56..3290da1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -933,10 +933,12 @@ 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;
+ IsChildAgent = false;
+ }
// Must reset this here so that a teleport to a region next to an existing region does not keep the flag
// set and prevent the close of the connection on a subsequent re-teleport.
--
cgit v1.1
From 4fa843ff19441c9daa4e7dae0a4d705f912fca54 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 16 Jan 2014 23:44:17 +0000
Subject: Reorder checks in SP.CompleteMovement() to fix test failures
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 69 ++++++++++++------------
1 file changed, 33 insertions(+), 36 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 18d84a2..85a20e9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1003,48 +1003,45 @@ namespace OpenSim.Region.Framework.Scenes
///
private bool MakeRootAgent(Vector3 pos, bool isFlying)
{
-// m_log.InfoFormat(
-// "[SCENE]: Upgrading child to root agent for {0} in {1}",
-// Name, m_scene.RegionInfo.RegionName);
-
- if (ParentUUID != UUID.Zero)
+ lock (m_completeMovementLock)
{
- m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
- SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
- if (part == null)
+ if (!IsChildAgent)
+ return false;
+
+ //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
+
+ // m_log.InfoFormat(
+ // "[SCENE]: Upgrading child to root agent for {0} in {1}",
+ // Name, m_scene.RegionInfo.RegionName);
+
+ if (ParentUUID != UUID.Zero)
{
- m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
+ m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
+ SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
+ if (part == null)
+ {
+ m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
+ }
+ else
+ {
+ part.ParentGroup.AddAvatar(UUID);
+ if (part.SitTargetPosition != Vector3.Zero)
+ part.SitTargetAvatar = UUID;
+ // ParentPosition = part.GetWorldPosition();
+ ParentID = part.LocalId;
+ ParentPart = part;
+ m_pos = PrevSitOffset;
+ // pos = ParentPosition;
+ pos = part.GetWorldPosition();
+ }
+ ParentUUID = UUID.Zero;
+
+ // Animator.TrySetMovementAnimation("SIT");
}
else
{
- part.ParentGroup.AddAvatar(UUID);
- if (part.SitTargetPosition != Vector3.Zero)
- part.SitTargetAvatar = UUID;
-// ParentPosition = part.GetWorldPosition();
- ParentID = part.LocalId;
- ParentPart = part;
- m_pos = PrevSitOffset;
-// pos = ParentPosition;
- pos = part.GetWorldPosition();
+ IsLoggingIn = false;
}
- ParentUUID = UUID.Zero;
-
- IsChildAgent = false;
-
-// Animator.TrySetMovementAnimation("SIT");
- }
- else
- {
- IsChildAgent = false;
- IsLoggingIn = false;
- }
-
- //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
-
- lock (m_completeMovementLock)
- {
- if (!IsChildAgent)
- return false;
IsChildAgent = false;
}
--
cgit v1.1