From 1ead2ed5eea379c500d2657e7bed8908b376e336 Mon Sep 17 00:00:00 2001 From: meta7 Date: Tue, 10 Aug 2010 09:07:17 -0700 Subject: Add a stack trace to the error output on the recursive read lock warning on my RWlocks. Whilst recursive locks are safe, coupled with other issues we're experiencing with the TaskInventoryDictionary it implies that somewhere the lock is not being freed possibly due to a merge error somewhere, and thus it needs to be looked into. --- .../Region/Framework/Scenes/SceneObjectGroup.cs | 218 +++++++++++---------- 1 file changed, 114 insertions(+), 104 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 3c3f4b7..4f6bc52 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -29,6 +29,7 @@ using System; using System.Collections.Generic; using System.Drawing; using System.IO; +using System.Diagnostics; using System.Threading; using System.Xml; using System.Xml.Serialization; @@ -138,6 +139,15 @@ namespace OpenSim.Region.Framework.Scenes m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue."); try { + StackTrace stackTrace = new StackTrace(); // get call stack + StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames) + + // write call stack method names + foreach (StackFrame stackFrame in stackFrames) + { + m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name); // write method name + } + m_partsLock.ExitReadLock(); } catch { } // Ignore errors, to allow resync @@ -317,7 +327,7 @@ namespace OpenSim.Region.Framework.Scenes private bool m_scriptListens_notAtTarget = false; private bool m_scriptListens_atRotTarget = false; - private bool m_scriptListens_notAtRotTarget = false; + private bool m_scriptListens_notAtRotTarget = false; public bool m_dupeInProgress = false; internal Dictionary m_savedScriptState = null; @@ -475,21 +485,21 @@ namespace OpenSim.Region.Framework.Scenes { part.IgnoreUndoUpdate = false; part.StoreUndoState(UndoType.STATE_GROUP_POSITION); - part.GroupPosition = val; - if (!m_dupeInProgress) - { - part.TriggerScriptChangedEvent(Changed.POSITION); + part.GroupPosition = val; + if (!m_dupeInProgress) + { + part.TriggerScriptChangedEvent(Changed.POSITION); + } + } + if (!m_dupeInProgress) + { + foreach (ScenePresence av in m_linkedAvatars) + { + Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; + av.AbsolutePosition += offset; + av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition + av.SendFullUpdateToAllClients(); } - } - if (!m_dupeInProgress) - { - foreach (ScenePresence av in m_linkedAvatars) - { - Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition; - av.AbsolutePosition += offset; - av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition - av.SendFullUpdateToAllClients(); - } } //if (m_rootPart.PhysActor != null) @@ -1805,95 +1815,95 @@ namespace OpenSim.Region.Framework.Scenes /// True if the duplicate will immediately be in the scene, false otherwise /// public SceneObjectGroup Copy(bool userExposed) - { - SceneObjectGroup dupe; - try - { - m_dupeInProgress = true; - dupe = (SceneObjectGroup)MemberwiseClone(); - dupe.m_isBackedUp = false; - dupe.m_parts = new Dictionary(); - - // Warning, The following code related to previousAttachmentStatus is needed so that clones of - // attachments do not bordercross while they're being duplicated. This is hacktastic! - // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! - // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state - // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, - // then restore it's attachment state - - // This is only necessary when userExposed is false! - - bool previousAttachmentStatus = dupe.RootPart.IsAttachment; - - if (!userExposed) - dupe.RootPart.IsAttachment = true; - - dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); - - if (!userExposed) - { - dupe.RootPart.IsAttachment = previousAttachmentStatus; - } - - dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); - dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; - - if (userExposed) - dupe.m_rootPart.TrimPermissions(); - - /// may need to create a new Physics actor. - if (dupe.RootPart.PhysActor != null && userExposed) - { - PrimitiveBaseShape pbs = dupe.RootPart.Shape; - - dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( - dupe.RootPart.Name, - pbs, - dupe.RootPart.AbsolutePosition, - dupe.RootPart.Scale, - dupe.RootPart.RotationOffset, - dupe.RootPart.PhysActor.IsPhysical); - - dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; - dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); - } - - List partList; - - lockPartsForRead(true); - - partList = new List(m_parts.Values); - - lockPartsForRead(false); - - partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) - { - return p1.LinkNum.CompareTo(p2.LinkNum); - } - ); - - foreach (SceneObjectPart part in partList) - { - if (part.UUID != m_rootPart.UUID) - { - SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); - - newPart.LinkNum = part.LinkNum; - } - } - - if (userExposed) - { - dupe.UpdateParentIDs(); - dupe.HasGroupChanged = true; - dupe.AttachToBackup(); - - ScheduleGroupForFullUpdate(); - } - } - finally - { - m_dupeInProgress = false; + { + SceneObjectGroup dupe; + try + { + m_dupeInProgress = true; + dupe = (SceneObjectGroup)MemberwiseClone(); + dupe.m_isBackedUp = false; + dupe.m_parts = new Dictionary(); + + // Warning, The following code related to previousAttachmentStatus is needed so that clones of + // attachments do not bordercross while they're being duplicated. This is hacktastic! + // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! + // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state + // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, + // then restore it's attachment state + + // This is only necessary when userExposed is false! + + bool previousAttachmentStatus = dupe.RootPart.IsAttachment; + + if (!userExposed) + dupe.RootPart.IsAttachment = true; + + dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); + + if (!userExposed) + { + dupe.RootPart.IsAttachment = previousAttachmentStatus; + } + + dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); + dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; + + if (userExposed) + dupe.m_rootPart.TrimPermissions(); + + /// may need to create a new Physics actor. + if (dupe.RootPart.PhysActor != null && userExposed) + { + PrimitiveBaseShape pbs = dupe.RootPart.Shape; + + dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape( + dupe.RootPart.Name, + pbs, + dupe.RootPart.AbsolutePosition, + dupe.RootPart.Scale, + dupe.RootPart.RotationOffset, + dupe.RootPart.PhysActor.IsPhysical); + + dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId; + dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true); + } + + List partList; + + lockPartsForRead(true); + + partList = new List(m_parts.Values); + + lockPartsForRead(false); + + partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) + { + return p1.LinkNum.CompareTo(p2.LinkNum); + } + ); + + foreach (SceneObjectPart part in partList) + { + if (part.UUID != m_rootPart.UUID) + { + SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); + + newPart.LinkNum = part.LinkNum; + } + } + + if (userExposed) + { + dupe.UpdateParentIDs(); + dupe.HasGroupChanged = true; + dupe.AttachToBackup(); + + ScheduleGroupForFullUpdate(); + } + } + finally + { + m_dupeInProgress = false; } return dupe; } -- cgit v1.1