Fix memory leak where removing an NPC did not remove its circuits.
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.integration
parent
5681e812a5
commit
09f4e72d6a
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@ -1111,7 +1111,7 @@ namespace OpenSim
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aCircuit.Name,
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aCircuit.child ? "child" : "root",
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aCircuit.circuitcode.ToString(),
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aCircuit.IPAddress.ToString(),
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aCircuit.IPAddress != null ? aCircuit.IPAddress.ToString() : "not set",
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aCircuit.Viewer);
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});
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@ -3384,9 +3384,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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// We remove the acd up here to avoid later raec conditions if two RemoveClient() calls occurred
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// We remove the acd up here to avoid later race conditions if two RemoveClient() calls occurred
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// simultaneously.
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m_authenticateHandler.RemoveCircuit(acd.circuitcode);
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// We also need to remove by agent ID since NPCs will have no circuit code.
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m_authenticateHandler.RemoveCircuit(agentID);
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}
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}
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@ -117,6 +117,12 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(npc, Is.Not.Null);
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Assert.That(npc.Appearance.Texture.FaceTextures[8].TextureID, Is.EqualTo(originalFace8TextureId));
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Assert.That(m_umMod.GetUserName(npc.UUID), Is.EqualTo(string.Format("{0} {1}", npc.Firstname, npc.Lastname)));
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IClientAPI client;
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Assert.That(m_scene.TryGetClient(npcId, out client), Is.True);
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// Have to account for both SP and NPC.
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Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(2));
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}
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[Test]
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@ -136,6 +142,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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ScenePresence deletedNpc = m_scene.GetScenePresence(npcId);
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Assert.That(deletedNpc, Is.Null);
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IClientAPI client;
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Assert.That(m_scene.TryGetClient(npcId, out client), Is.False);
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// Have to account for SP still present.
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Assert.That(m_scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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}
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[Test]
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