From 4bf3adffb8d58a7a856307df3460ac3eb4bf6d91 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 6 Sep 2011 22:26:28 +0100
Subject: In SceneViewer, introduce an IsEnabled flag and perform Close() under
an m_pendingObjects lock in order to avoid the race condition seen by
danbanner in http://opensimulator.org/mantis/view.php?id=5669
---
OpenSim/Region/Framework/Scenes/SceneViewer.cs | 59 ++++++++++++++++++--------
1 file changed, 41 insertions(+), 18 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index e2ea830..3e0d1db 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -38,27 +38,42 @@ namespace OpenSim.Region.Framework.Scenes
{
public class SceneViewer : ISceneViewer
{
+ ///
+ /// Is this scene viewer enabled?
+ ///
+ private bool IsEnabled { get; set; }
+
+ ///
+ /// The scene presence serviced by this viewer.
+ ///
protected ScenePresence m_presence;
+
+ ///
+ /// The queue of parts for which we need to send out updates.
+ ///
protected UpdateQueue m_partsUpdateQueue = new UpdateQueue();
+
+ ///
+ /// The queue of objects for which we need to send out updates.
+ ///
protected Queue m_pendingObjects;
+ ///
+ /// The last update assocated with a given part update.
+ ///
protected Dictionary m_updateTimes = new Dictionary();
- public SceneViewer()
- {
- }
-
public SceneViewer(ScenePresence presence)
{
m_presence = presence;
+ IsEnabled = true;
}
- ///
- /// Add the part to the queue of parts for which we need to send an update to the client
- ///
- ///
public void QueuePartForUpdate(SceneObjectPart part)
{
+ if (!IsEnabled)
+ return;
+
lock (m_partsUpdateQueue)
{
m_partsUpdateQueue.Enqueue(part);
@@ -87,6 +102,11 @@ namespace OpenSim.Region.Framework.Scenes
lock (m_pendingObjects)
{
+ // We must do this under lock so that we don't suffer a race condition if another thread closes the
+ // viewer
+ if (!IsEnabled)
+ return;
+
while (m_pendingObjects != null && m_pendingObjects.Count > 0)
{
SceneObjectGroup g = m_pendingObjects.Dequeue();
@@ -119,7 +139,6 @@ namespace OpenSim.Region.Framework.Scenes
// We deal with the possibility that two updates occur at
// the same unix time at the update point itself.
-
if ((update.LastFullUpdateTime < part.TimeStampFull) || part.ParentGroup.IsAttachment)
{
// m_log.DebugFormat(
@@ -135,9 +154,7 @@ namespace OpenSim.Region.Framework.Scenes
// this update. If this happened, then subsequent
// updates which occurred on the same tick or the
// next tick of the last update would be ignored.
-
update.LastFullUpdateTime = part.TimeStampFull;
-
}
else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
{
@@ -193,15 +210,21 @@ namespace OpenSim.Region.Framework.Scenes
public void Close()
{
- lock (m_updateTimes)
- {
- m_updateTimes.Clear();
- }
- lock (m_partsUpdateQueue)
+ lock (m_pendingObjects)
{
- m_partsUpdateQueue.Clear();
+ IsEnabled = false;
+
+ lock (m_updateTimes)
+ {
+ m_updateTimes.Clear();
+ }
+ lock (m_partsUpdateQueue)
+ {
+ m_partsUpdateQueue.Clear();
+ }
+
+ Reset();
}
- Reset();
}
public int GetPendingObjectsCount()
--
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