minor: Add timeout secs to connection timeout message. Change message to reflect it is a timeout due to no data received rather than an ack issue.
parent
8004e6f31c
commit
1416c90932
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@ -1062,7 +1062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Fire this out on a different thread so that we don't hold up outgoing packet processing for
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// everybody else if this is being called due to an ack timeout.
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// This is the same as processing as the async process of a logout request.
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Util.FireAndForget(o => DeactivateClientDueToTimeout(client));
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Util.FireAndForget(o => DeactivateClientDueToTimeout(client, timeoutTicks));
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return;
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}
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@ -1786,18 +1786,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// regular client pings.
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/// </remarks>
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/// <param name='client'></param>
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private void DeactivateClientDueToTimeout(LLClientView client)
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/// <param name='timeoutTicks'></param>
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private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
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{
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lock (client.CloseSyncLock)
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{
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m_log.WarnFormat(
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"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
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ClientLogoutsDueToNoReceives++;
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m_log.WarnFormat(
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"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name);
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if (!client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout");
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client.Kick("Simulator logged you out due to connection timeout.");
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client.CloseWithoutChecks();
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}
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