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-rw-r--r--source/ClientHandle.cpp13
1 files changed, 12 insertions, 1 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 9d5bbaeaf..cbe544c1f 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -1959,7 +1959,18 @@ void cClientHandle::DataReceived(const char * a_Data, int a_Size)
// Data is received from the client, hand it off to the protocol:
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
- // Lock the world, so that plugins reacting to protocol events have already the chunkmap locked
+ /*
+ _X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked.
+ There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each
+ holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's
+ sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring
+ the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind
+ of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap
+ for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when
+ the incoming packet really has a plugin CS lock request.
+ Also, it is still possible for a packet to slip through - when a player still doesn't have their world
+ assigned and several packets arrive at once.
+ */
cWorld::cLock(*m_Player->GetWorld());
m_Protocol->DataReceived(a_Data, a_Size);