Add --force flag to "kick user" console command to allow bypassing of recent race condition checks.
This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.0.7.3-extended
parent
c4645a899f
commit
061c748b75
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@ -1033,7 +1033,21 @@ namespace OpenSim.Framework
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void InPacket(object NewPack);
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void InPacket(object NewPack);
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void ProcessInPacket(Packet NewPack);
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void ProcessInPacket(Packet NewPack);
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/// <summary>
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/// Close this client
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/// </summary>
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void Close();
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void Close();
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/// <summary>
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/// Close this client
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/// </summary>
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/// <param name='force'>
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/// If true, attempts the close without checking active status. You do not want to try this except as a last
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/// ditch attempt where Active == false but the ScenePresence still exists.
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/// </param>
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void Close(bool force);
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void Kick(string message);
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void Kick(string message);
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/// <summary>
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/// <summary>
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@ -35,6 +35,7 @@ using System.Text;
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using System.Text.RegularExpressions;
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using System.Text.RegularExpressions;
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using System.Timers;
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using System.Timers;
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using log4net;
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using log4net;
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using NDesk.Options;
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using Nini.Config;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework;
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@ -306,8 +307,11 @@ namespace OpenSim
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"Change the scale of a named prim", HandleEditScale);
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"Change the scale of a named prim", HandleEditScale);
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m_console.Commands.AddCommand("Users", false, "kick user",
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m_console.Commands.AddCommand("Users", false, "kick user",
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"kick user <first> <last> [message]",
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"kick user <first> <last> [--force] [message]",
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"Kick a user off the simulator", KickUserCommand);
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"Kick a user off the simulator",
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"The --force option will kick the user without any checks to see whether it's already in the process of closing\n"
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+ "Only use this option if you are sure the avatar is inactive and a normal kick user operation does not removed them",
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KickUserCommand);
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m_console.Commands.AddCommand("Users", false, "show users",
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m_console.Commands.AddCommand("Users", false, "show users",
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"show users [full]",
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"show users [full]",
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@ -453,11 +457,17 @@ namespace OpenSim
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/// <param name="cmdparams">name of avatar to kick</param>
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/// <param name="cmdparams">name of avatar to kick</param>
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private void KickUserCommand(string module, string[] cmdparams)
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private void KickUserCommand(string module, string[] cmdparams)
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{
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{
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if (cmdparams.Length < 4)
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bool force = false;
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OptionSet options = new OptionSet().Add("f|force", delegate (string v) { force = v != null; });
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List<string> mainParams = options.Parse(cmdparams);
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if (mainParams.Count < 4)
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return;
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return;
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string alert = null;
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string alert = null;
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if (cmdparams.Length > 4)
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if (mainParams.Count > 4)
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alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4));
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alert = String.Format("\n{0}\n", String.Join(" ", cmdparams, 4, cmdparams.Length - 4));
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IList agents = SceneManager.GetCurrentSceneAvatars();
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IList agents = SceneManager.GetCurrentSceneAvatars();
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@ -466,8 +476,8 @@ namespace OpenSim
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{
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{
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RegionInfo regionInfo = presence.Scene.RegionInfo;
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RegionInfo regionInfo = presence.Scene.RegionInfo;
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if (presence.Firstname.ToLower().Contains(cmdparams[2].ToLower()) &&
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if (presence.Firstname.ToLower().Contains(mainParams[2].ToLower()) &&
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presence.Lastname.ToLower().Contains(cmdparams[3].ToLower()))
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presence.Lastname.ToLower().Contains(mainParams[3].ToLower()))
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{
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{
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MainConsole.Instance.Output(
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MainConsole.Instance.Output(
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String.Format(
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String.Format(
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@ -480,7 +490,7 @@ namespace OpenSim
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else
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else
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presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n");
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presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n");
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presence.Scene.IncomingCloseAgent(presence.UUID);
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presence.Scene.IncomingCloseAgent(presence.UUID, force);
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}
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}
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}
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}
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@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
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UUID spId = TestHelpers.ParseTail(0x1);
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UUID spId = TestHelpers.ParseTail(0x1);
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SceneHelpers.AddScenePresence(m_scene, spId);
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SceneHelpers.AddScenePresence(m_scene, spId);
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m_scene.IncomingCloseAgent(spId);
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m_scene.IncomingCloseAgent(spId, false);
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// TODO: Add more assertions for the other aspects of event queues
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// TODO: Add more assertions for the other aspects of event queues
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Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
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Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
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@ -491,16 +491,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Client Methods
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#region Client Methods
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/// <summary>
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/// Close down the client view
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/// </summary>
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public void Close()
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public void Close()
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{
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Close(false);
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}
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public void Close(bool force)
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{
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{
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// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
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// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
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// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
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// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
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lock (CloseSyncLock)
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lock (CloseSyncLock)
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{
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{
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if (!IsActive)
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// We still perform a force close inside the sync lock since this is intended to attempt close where
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// there is some unidentified connection problem, not where we have issues due to deadlock
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if (!IsActive && !force)
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return;
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return;
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IsActive = false;
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IsActive = false;
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@ -12018,7 +12022,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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Kick(reason);
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Kick(reason);
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Thread.Sleep(1000);
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Thread.Sleep(1000);
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Close();
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Disconnect();
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}
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}
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public void Disconnect()
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public void Disconnect()
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@ -424,7 +424,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
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SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
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scene.IncomingCloseAgent(presence.UUID);
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scene.IncomingCloseAgent(presence.UUID, false);
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// Check that we can't retrieve this attachment from the scene.
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// Check that we can't retrieve this attachment from the scene.
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Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
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Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
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@ -604,4 +604,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
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// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
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// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
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// }
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// }
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}
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}
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}
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}
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@ -638,7 +638,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// an agent cannot teleport back to this region if it has teleported away.
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(2000);
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Thread.Sleep(2000);
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sp.Scene.IncomingCloseAgent(sp.UUID);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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}
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else
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else
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{
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{
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@ -312,7 +312,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
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// s.RegionInfo.RegionName, destination.RegionHandle);
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// s.RegionInfo.RegionName, destination.RegionHandle);
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Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); });
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Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); });
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return true;
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return true;
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}
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}
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@ -3979,16 +3979,19 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Tell a single agent to disconnect from the region.
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/// Tell a single agent to disconnect from the region.
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/// </summary>
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agentID"></param>
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/// <param name="agentID"></param>
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public bool IncomingCloseAgent(UUID agentID)
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/// <param name="force">
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/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
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/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
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/// </param>
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public bool IncomingCloseAgent(UUID agentID, bool force)
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{
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{
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//m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
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//m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
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ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
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ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
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if (presence != null)
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if (presence != null)
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{
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{
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presence.ControllingClient.Close();
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presence.ControllingClient.Close(force);
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return true;
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return true;
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}
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}
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@ -139,7 +139,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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TestScene scene = new SceneHelpers().SetupScene();
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TestScene scene = new SceneHelpers().SetupScene();
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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scene.IncomingCloseAgent(sp.UUID);
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scene.IncomingCloseAgent(sp.UUID, false);
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
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@ -884,6 +884,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
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}
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}
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public void Close()
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public void Close()
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{
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Close(false);
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}
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public void Close(bool force)
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{
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{
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Disconnect();
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Disconnect();
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}
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}
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@ -850,6 +850,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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}
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public void Close()
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public void Close()
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{
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Close(false);
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}
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public void Close(bool force)
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{
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{
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// Remove ourselves from the scene
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// Remove ourselves from the scene
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m_scene.RemoveClient(AgentId, false);
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m_scene.RemoveClient(AgentId, false);
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@ -2748,7 +2748,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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avatar.SpeedModifier = (float)SpeedModifier;
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avatar.SpeedModifier = (float)SpeedModifier;
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}
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}
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public void osKickAvatar(string FirstName,string SurName,string alert)
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public void osKickAvatar(string FirstName, string SurName, string alert)
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{
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{
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CheckThreatLevel(ThreatLevel.Severe, "osKickAvatar");
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CheckThreatLevel(ThreatLevel.Severe, "osKickAvatar");
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m_host.AddScriptLPS(1);
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m_host.AddScriptLPS(1);
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sp.ControllingClient.Kick(alert);
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sp.ControllingClient.Kick(alert);
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// ...and close on our side
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// ...and close on our side
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sp.Scene.IncomingCloseAgent(sp.UUID);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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}
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});
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});
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}
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}
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@ -938,6 +938,11 @@ namespace OpenSim.Tests.Common.Mock
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}
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}
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public void Close()
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public void Close()
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{
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Close(false);
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}
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public void Close(bool force)
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{
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{
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// Fire the callback for this connection closing
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// Fire the callback for this connection closing
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// This is necesary to get the presence detector to notice that a client has logged out.
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// This is necesary to get the presence detector to notice that a client has logged out.
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@ -1755,6 +1755,7 @@
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<Reference name="System.Core"/>
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<Reference name="System.Core"/>
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<Reference name="System.Xml"/>
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<Reference name="System.Xml"/>
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<Reference name="Mono.Addins" path="../../../bin/"/>
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<Reference name="Mono.Addins" path="../../../bin/"/>
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<Reference name="NDesk.Options" path="../../../bin/"/>
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<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
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<Reference name="OpenMetaverseTypes" path="../../../bin/"/>
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<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
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<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
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<Reference name="OpenMetaverse" path="../../../bin/"/>
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<Reference name="OpenMetaverse" path="../../../bin/"/>
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