Added an elaborative comment on the deadlock prevention code
(FS #375) git-svn-id: http://mc-server.googlecode.com/svn/trunk@1597 0a769ca7-a7f5-676a-18bf-c427514a06d6master
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@ -1959,7 +1959,18 @@ void cClientHandle::DataReceived(const char * a_Data, int a_Size)
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// Data is received from the client, hand it off to the protocol:
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if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
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{
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// Lock the world, so that plugins reacting to protocol events have already the chunkmap locked
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/*
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_X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked.
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There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each
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holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's
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sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring
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the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind
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of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap
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for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when
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the incoming packet really has a plugin CS lock request.
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Also, it is still possible for a packet to slip through - when a player still doesn't have their world
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assigned and several packets arrive at once.
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*/
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cWorld::cLock(*m_Player->GetWorld());
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m_Protocol->DataReceived(a_Data, a_Size);
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