diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 230af8edbf..a4d85acefb 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -1145,8 +1145,8 @@ namespace OpenSim c => cdt.AddRow( s.Name, c.Name, - c.RemoteEndPoint.ToString(), c.CircuitCode.ToString(), + c.RemoteEndPoint.ToString(), c.IsActive.ToString()))); MainConsole.Instance.Output(cdt.ToString()); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 73cdec30fb..f7864b8c52 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -347,8 +347,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP private int m_animationSequenceNumber = 1; private bool m_SendLogoutPacketWhenClosing = true; private AgentUpdateArgs lastarg; - private bool m_IsActive = true; - private bool m_IsLoggingOut = false; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -412,16 +410,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP public uint CircuitCode { get { return m_circuitCode; } } public int MoneyBalance { get { return m_moneyBalance; } } public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } } - public bool IsActive - { - get { return m_IsActive; } - set { m_IsActive = value; } - } - public bool IsLoggingOut - { - get { return m_IsLoggingOut; } - set { m_IsLoggingOut = value; } - } + + /// + /// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to + /// prevent race conditions by different threads calling Close(). + /// + public bool IsActive { get; set; } + + /// + /// Used to synchronise threads when client is being closed. + /// + public Object CloseSyncLock { get; private set; } + + public bool IsLoggingOut { get; set; } public bool DisableFacelights { @@ -446,6 +447,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP { // DebugPacketLevel = 1; + CloseSyncLock = new Object(); + RegisterInterface(this); RegisterInterface(this); RegisterInterface(this); @@ -478,17 +481,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_prioritizer = new Prioritizer(m_scene); RegisterLocalPacketHandlers(); + + IsActive = true; } #region Client Methods /// - /// Shut down the client view + /// Close down the client view /// public void Close() { - IsActive = false; + // We lock here to prevent race conditions between two threads calling close simultaneously (e.g. + // a simultaneous relog just as a client is being closed out due to no packet ack from the old connection. + lock (CloseSyncLock) + { + if (!IsActive) + return; + IsActive = false; + CloseWithoutChecks(); + } + } + + /// + /// Closes down the client view without first checking whether it is active. + /// + /// + /// This exists because LLUDPServer has to set IsActive = false in earlier synchronous code before calling + /// CloseWithoutIsActiveCheck asynchronously. + /// + /// Callers must lock ClosingSyncLock before calling. + /// + public void CloseWithoutChecks() + { m_log.DebugFormat( "[CLIENT]: Close has been called for {0} attached to scene {1}", Name, m_scene.RegionInfo.RegionName); @@ -3567,7 +3593,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void SendCoarseLocationUpdate(List users, List CoarseLocations) { - if (!IsActive) return; // We don't need to update inactive clients. + // We don't need to update inactive clients. + if (!IsActive) + return; CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate); loc.Header.Reliable = false; @@ -5164,7 +5192,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP AddLocalPacketHandler(PacketType.ChatFromViewer, HandleChatFromViewer); AddLocalPacketHandler(PacketType.AvatarPropertiesUpdate, HandlerAvatarPropertiesUpdate); AddLocalPacketHandler(PacketType.ScriptDialogReply, HandlerScriptDialogReply); - AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage, false); + AddLocalPacketHandler(PacketType.ImprovedInstantMessage, HandlerImprovedInstantMessage); AddLocalPacketHandler(PacketType.AcceptFriendship, HandlerAcceptFriendship); AddLocalPacketHandler(PacketType.DeclineFriendship, HandlerDeclineFriendship); AddLocalPacketHandler(PacketType.TerminateFriendship, HandlerTerminateFriendship); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 097f1098eb..746eb90996 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1123,22 +1123,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// regular client pings. /// /// - private void DeactivateClientDueToTimeout(IClientAPI client) + private void DeactivateClientDueToTimeout(LLClientView client) { - // We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even - // though it's set later on by LLClientView.Close() - client.IsActive = false; - - m_log.WarnFormat( - "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", - client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); - - StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); - - if (!client.SceneAgent.IsChildAgent) - client.Kick("Simulator logged you out due to connection timeout"); - - client.Close(); + lock (client.CloseSyncLock) + { + m_log.WarnFormat( + "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", + client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); + + StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); + + if (!client.SceneAgent.IsChildAgent) + client.Kick("Simulator logged you out due to connection timeout"); + + client.CloseWithoutChecks(); + } } private void IncomingPacketHandler() diff --git a/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs b/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs index 31363e5705..b258e13dce 100644 --- a/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs @@ -96,7 +96,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups scene.EventManager.OnNewClient += OnNewClient; scene.EventManager.OnClientClosed += OnClientClosed; - scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; +// scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; } public void PostInitialise() @@ -133,7 +133,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups private void OnNewClient(IClientAPI client) { // Subscribe to instant messages - client.OnInstantMessage += OnInstantMessage; +// client.OnInstantMessage += OnInstantMessage; client.OnAgentDataUpdateRequest += OnAgentDataUpdateRequest; client.OnUUIDGroupNameRequest += HandleUUIDGroupNameRequest; lock (m_ClientMap) @@ -171,15 +171,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups ActiveGroupTitle); } - private void OnInstantMessage(IClientAPI client, GridInstantMessage im) - { - } +// private void OnInstantMessage(IClientAPI client, GridInstantMessage im) +// { +// } - private void OnGridInstantMessage(GridInstantMessage msg) - { - // Trigger the above event handler - OnInstantMessage(null, msg); - } +// private void OnGridInstantMessage(GridInstantMessage msg) +// { +// // Trigger the above event handler +// OnInstantMessage(null, msg); +// } private void HandleUUIDGroupNameRequest(UUID id,IClientAPI remote_client) { diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 14ae2872bb..ff53f45f71 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -535,11 +535,5 @@ namespace OpenSim.Region.Framework.Scenes.Animation SendAnimPack(animIDs, sequenceNums, objectIDs); } - - public void Close() - { - m_animations = null; - m_scenePresence = null; - } } -} +} \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 6d8ee7b9ef..51a6820c67 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3517,8 +3517,8 @@ namespace OpenSim.Region.Framework.Scenes // We have a zombie from a crashed session. // Or the same user is trying to be root twice here, won't work. // Kill it. - m_log.DebugFormat( - "[SCENE]: Zombie scene presence detected for {0} {1} in {2}", + m_log.WarnFormat( + "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", sp.Name, sp.UUID, RegionInfo.RegionName); sp.ControllingClient.Close(); @@ -4469,6 +4469,23 @@ namespace OpenSim.Region.Framework.Scenes return m_sceneGraph.GetScenePresence(localID); } + /// + /// Gets all the scene presences in this scene. + /// + /// + /// This method will return both root and child scene presences. + /// + /// Consider using ForEachScenePresence() or ForEachRootScenePresence() if possible since these will not + /// involving creating a new List object. + /// + /// + /// A list of the scene presences. Adding or removing from the list will not affect the presences in the scene. + /// + public List GetScenePresences() + { + return new List(m_sceneGraph.GetScenePresences()); + } + /// /// Performs action on all avatars in the scene (root scene presences) /// Avatars may be an NPC or a 'real' client. diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 2be5364a93..ba68dface9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -768,7 +768,7 @@ namespace OpenSim.Region.Framework.Scenes /// pass a delegate to ForEachScenePresence. /// /// - private List GetScenePresences() + protected internal List GetScenePresences() { return m_scenePresenceArray; } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 0e7f2e5dd6..548dfd36a0 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -109,15 +109,10 @@ namespace OpenSim.Region.Framework.Scenes public UUID currentParcelUUID = UUID.Zero; - protected ScenePresenceAnimator m_animator; /// /// The animator for this avatar /// - public ScenePresenceAnimator Animator - { - get { return m_animator; } - private set { m_animator = value; } - } + public ScenePresenceAnimator Animator { get; private set; } /// /// Attachments recorded on this avatar. @@ -2569,8 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENE PRESENCE] SendAvatarDataToAgent from {0} ({1}) to {2} ({3})", Name, UUID, avatar.Name, avatar.UUID); avatar.ControllingClient.SendAvatarDataImmediate(this); - if (Animator != null) - Animator.SendAnimPackToClient(avatar.ControllingClient); + Animator.SendAnimPackToClient(avatar.ControllingClient); } /// @@ -3239,14 +3233,12 @@ namespace OpenSim.Region.Framework.Scenes //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( // as of this comment the interval is set in AddToPhysicalScene - if (Animator != null) - { + // if (m_updateCount > 0) // { - Animator.UpdateMovementAnimations(); + Animator.UpdateMovementAnimations(); // m_updateCount--; // } - } CollisionEventUpdate collisionData = (CollisionEventUpdate)e; Dictionary coldata = collisionData.m_objCollisionList; @@ -3261,7 +3253,7 @@ namespace OpenSim.Region.Framework.Scenes // m_lastColCount = coldata.Count; // } - if (coldata.Count != 0 && Animator != null) + if (coldata.Count != 0) { switch (Animator.CurrentMovementAnimation) { @@ -3371,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes ControllingClient.SendHealth(Health); } - public void Close() + protected internal void Close() { // Clear known regions KnownRegions = new Dictionary(); @@ -3387,8 +3379,6 @@ namespace OpenSim.Region.Framework.Scenes // m_reprioritizationTimer.Dispose(); RemoveFromPhysicalScene(); - Animator.Close(); - Animator = null; } public void AddAttachment(SceneObjectGroup gobj) diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs index 02c45ef11c..5758869e7a 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs @@ -53,48 +53,83 @@ namespace OpenSim.Region.Framework.Scenes.Tests /// Scene presence tests /// [TestFixture] - public class ScenePresenceAgentTests + public class ScenePresenceAgentTests : OpenSimTestCase { - public Scene scene, scene2, scene3; - public UUID agent1, agent2, agent3; - public static Random random; - public ulong region1,region2,region3; - public AgentCircuitData acd1; - public SceneObjectGroup sog1, sog2, sog3; - public TestClient testclient; +// public Scene scene, scene2, scene3; +// public UUID agent1, agent2, agent3; +// public static Random random; +// public ulong region1, region2, region3; +// public AgentCircuitData acd1; +// public TestClient testclient; - [TestFixtureSetUp] - public void Init() +// [TestFixtureSetUp] +// public void Init() +// { +//// TestHelpers.InMethod(); +//// +//// SceneHelpers sh = new SceneHelpers(); +//// +//// scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); +//// scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); +//// scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); +//// +//// ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); +//// interregionComms.Initialise(new IniConfigSource()); +//// interregionComms.PostInitialise(); +//// SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); +//// SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); +//// SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); +// +//// agent1 = UUID.Random(); +//// agent2 = UUID.Random(); +//// agent3 = UUID.Random(); +// +//// region1 = scene.RegionInfo.RegionHandle; +//// region2 = scene2.RegionInfo.RegionHandle; +//// region3 = scene3.RegionInfo.RegionHandle; +// } + + [Test] + public void TestCreateRootScenePresence() { TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); - SceneHelpers sh = new SceneHelpers(); + UUID spUuid = TestHelpers.ParseTail(0x1); - scene = sh.SetupScene("Neighbour x", UUID.Random(), 1000, 1000); - scene2 = sh.SetupScene("Neighbour x+1", UUID.Random(), 1001, 1000); - scene3 = sh.SetupScene("Neighbour x-1", UUID.Random(), 999, 1000); + TestScene scene = new SceneHelpers().SetupScene(); + SceneHelpers.AddScenePresence(scene, spUuid); - ISharedRegionModule interregionComms = new LocalSimulationConnectorModule(); - interregionComms.Initialise(new IniConfigSource()); - interregionComms.PostInitialise(); - SceneHelpers.SetupSceneModules(scene, new IniConfigSource(), interregionComms); - SceneHelpers.SetupSceneModules(scene2, new IniConfigSource(), interregionComms); - SceneHelpers.SetupSceneModules(scene3, new IniConfigSource(), interregionComms); + Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null); + Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); - agent1 = UUID.Random(); - agent2 = UUID.Random(); - agent3 = UUID.Random(); - random = new Random(); - sog1 = SceneHelpers.CreateSceneObject(1, agent1); - scene.AddSceneObject(sog1); - sog2 = SceneHelpers.CreateSceneObject(1, agent1); - scene.AddSceneObject(sog2); - sog3 = SceneHelpers.CreateSceneObject(1, agent1); - scene.AddSceneObject(sog3); + ScenePresence sp = scene.GetScenePresence(spUuid); + Assert.That(sp, Is.Not.Null); + Assert.That(sp.IsChildAgent, Is.False); + Assert.That(sp.UUID, Is.EqualTo(spUuid)); - region1 = scene.RegionInfo.RegionHandle; - region2 = scene2.RegionInfo.RegionHandle; - region3 = scene3.RegionInfo.RegionHandle; + Assert.That(scene.GetScenePresences().Count, Is.EqualTo(1)); + } + + [Test] + public void TestCreateDuplicateRootScenePresence() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID spUuid = TestHelpers.ParseTail(0x1); + + TestScene scene = new SceneHelpers().SetupScene(); + SceneHelpers.AddScenePresence(scene, spUuid); + SceneHelpers.AddScenePresence(scene, spUuid); + + Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(spUuid), Is.Not.Null); + Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); + + ScenePresence sp = scene.GetScenePresence(spUuid); + Assert.That(sp, Is.Not.Null); + Assert.That(sp.IsChildAgent, Is.False); + Assert.That(sp.UUID, Is.EqualTo(spUuid)); } [Test] @@ -106,9 +141,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests TestScene scene = new SceneHelpers().SetupScene(); ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1)); - Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null); - Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1)); - scene.IncomingCloseAgent(sp.UUID); Assert.That(scene.GetScenePresence(sp.UUID), Is.Null); @@ -266,99 +298,99 @@ namespace OpenSim.Region.Framework.Scenes.Tests // but things are synchronous among them. So there should be // 3 threads in here. //[Test] - public void T021_TestCrossToNewRegion() - { - TestHelpers.InMethod(); - - scene.RegisterRegionWithGrid(); - scene2.RegisterRegionWithGrid(); - - // Adding child agent to region 1001 - string reason; - scene2.NewUserConnection(acd1,0, out reason); - scene2.AddNewClient(testclient, PresenceType.User); - - ScenePresence presence = scene.GetScenePresence(agent1); - presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); - - ScenePresence presence2 = scene2.GetScenePresence(agent1); - - // Adding neighbour region caps info to presence2 - - string cap = presence.ControllingClient.RequestClientInfo().CapsPath; - presence2.AddNeighbourRegion(region1, cap); - - Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); - Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); - - // Cross to x+1 - presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); - presence.Update(); - - EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); - - // Mimicking communication between client and server, by waiting OK from client - // sent by TestClient.CrossRegion call. Originally, this is network comm. - if (!wh.WaitOne(5000,false)) - { - presence.Update(); - if (!wh.WaitOne(8000,false)) - throw new ArgumentException("1 - Timeout waiting for signal/variable."); - } - - // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which - // would normally be fired after receiving the reply packet from comm. done on the last line. - testclient.CompleteMovement(); - - // Crossings are asynchronous - int timer = 10; - - // Make sure cross hasn't already finished - if (!presence.IsInTransit && !presence.IsChildAgent) - { - // If not and not in transit yet, give it some more time - Thread.Sleep(5000); - } - - // Enough time, should at least be in transit by now. - while (presence.IsInTransit && timer > 0) - { - Thread.Sleep(1000); - timer-=1; - } - - Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); - Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); - Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); - - // Cross Back - presence2.AbsolutePosition = new Vector3(-10, 3, 100); - presence2.Update(); - - if (!wh.WaitOne(5000,false)) - { - presence2.Update(); - if (!wh.WaitOne(8000,false)) - throw new ArgumentException("2 - Timeout waiting for signal/variable."); - } - testclient.CompleteMovement(); - - if (!presence2.IsInTransit && !presence2.IsChildAgent) - { - // If not and not in transit yet, give it some more time - Thread.Sleep(5000); - } - - // Enough time, should at least be in transit by now. - while (presence2.IsInTransit && timer > 0) - { - Thread.Sleep(1000); - timer-=1; - } - - Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); - Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); - Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); - } +// public void T021_TestCrossToNewRegion() +// { +// TestHelpers.InMethod(); +// +// scene.RegisterRegionWithGrid(); +// scene2.RegisterRegionWithGrid(); +// +// // Adding child agent to region 1001 +// string reason; +// scene2.NewUserConnection(acd1,0, out reason); +// scene2.AddNewClient(testclient, PresenceType.User); +// +// ScenePresence presence = scene.GetScenePresence(agent1); +// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true); +// +// ScenePresence presence2 = scene2.GetScenePresence(agent1); +// +// // Adding neighbour region caps info to presence2 +// +// string cap = presence.ControllingClient.RequestClientInfo().CapsPath; +// presence2.AddNeighbourRegion(region1, cap); +// +// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region."); +// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region."); +// +// // Cross to x+1 +// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100); +// presence.Update(); +// +// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing"); +// +// // Mimicking communication between client and server, by waiting OK from client +// // sent by TestClient.CrossRegion call. Originally, this is network comm. +// if (!wh.WaitOne(5000,false)) +// { +// presence.Update(); +// if (!wh.WaitOne(8000,false)) +// throw new ArgumentException("1 - Timeout waiting for signal/variable."); +// } +// +// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which +// // would normally be fired after receiving the reply packet from comm. done on the last line. +// testclient.CompleteMovement(); +// +// // Crossings are asynchronous +// int timer = 10; +// +// // Make sure cross hasn't already finished +// if (!presence.IsInTransit && !presence.IsChildAgent) +// { +// // If not and not in transit yet, give it some more time +// Thread.Sleep(5000); +// } +// +// // Enough time, should at least be in transit by now. +// while (presence.IsInTransit && timer > 0) +// { +// Thread.Sleep(1000); +// timer-=1; +// } +// +// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1."); +// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected."); +// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent."); +// +// // Cross Back +// presence2.AbsolutePosition = new Vector3(-10, 3, 100); +// presence2.Update(); +// +// if (!wh.WaitOne(5000,false)) +// { +// presence2.Update(); +// if (!wh.WaitOne(8000,false)) +// throw new ArgumentException("2 - Timeout waiting for signal/variable."); +// } +// testclient.CompleteMovement(); +// +// if (!presence2.IsInTransit && !presence2.IsChildAgent) +// { +// // If not and not in transit yet, give it some more time +// Thread.Sleep(5000); +// } +// +// // Enough time, should at least be in transit by now. +// while (presence2.IsInTransit && timer > 0) +// { +// Thread.Sleep(1000); +// timer-=1; +// } +// +// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2."); +// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected."); +// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again."); +// } } } \ No newline at end of file diff --git a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs index e45212444d..40f7fbc59a 100755 --- a/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs +++ b/OpenSim/Region/OptionalModules/PhysicsParameters/PhysicsParameters.cs @@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "PhysicsParameters")] public class PhysicsParameters : ISharedRegionModule { - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); +// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // private static string LogHeader = "[PHYSICS PARAMETERS]"; private List m_scenes = new List(); diff --git a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs index e49ad2a3f8..f459b8c610 100644 --- a/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/RegionReadyModule/RegionReadyModule.cs @@ -48,7 +48,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private IConfig m_config = null; - private bool m_ScriptRez; private bool m_firstEmptyCompileQueue; private bool m_oarFileLoading; private bool m_lastOarLoadedOk; @@ -91,7 +90,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady m_scene.RegisterModuleInterface(this); - m_ScriptRez = false; m_firstEmptyCompileQueue = true; m_oarFileLoading = false; m_lastOarLoadedOk = true;