force a flush before client shutdown, so no important packets are lost
parent
696fb65199
commit
1fd62bc1af
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@ -60,7 +60,6 @@ namespace OpenSim.Region.ClientStack
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//private AgentAssetUpload UploadAssets;
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private LLUUID newAssetFolder = LLUUID.Zero;
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private int debug = 0;
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private ClientManager m_clientManager;
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private AssetCache m_assetCache;
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// private InventoryCache m_inventoryCache;
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private int cachedtextureserial = 0;
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@ -162,6 +161,7 @@ namespace OpenSim.Region.ClientStack
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/* METHODS */
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/* TODO: pull out clientManager param */
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public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager,
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IScene scene, AssetCache assetCache, PacketServer packServer,
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AgentCircuitManager authenSessions)
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@ -169,7 +169,6 @@ namespace OpenSim.Region.ClientStack
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m_moneyBalance = 1000;
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m_scene = scene;
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m_clientManager = clientManager;
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m_assetCache = assetCache;
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m_networkServer = packServer;
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@ -209,13 +208,18 @@ namespace OpenSim.Region.ClientStack
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# region Client Methods
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public void Close()
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{
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clientPingTimer.Stop();
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// FLUSH Packets
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PacketQueue.Flush();
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PacketQueue.Close();
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// Pull Client out of Region
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m_scene.RemoveClient(AgentId);
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PacketQueue.Close();
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// Shut down timers
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clientPingTimer.Stop();
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ClientThread.Abort();
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}
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@ -168,10 +168,47 @@ namespace OpenSim.Region.ClientStack
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return SendQueue.Dequeue();
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}
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public void Flush()
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{
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lock(this) {
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while (PacketsWaiting())
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{
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//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
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if (ResendOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue());
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}
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if (LandOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue());
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}
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if (WindOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue());
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}
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if (CloudOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue());
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}
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if (TaskOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(TaskOutgoingPacketQueue.Dequeue());
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}
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if (TextureOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue());
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}
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if (AssetOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue());
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}
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}
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// MainLog.Instance.Verbose("THROTTLE", "Processed " + throttleLoops + " packets");
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}
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}
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public void Close()
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{
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// one last push
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ProcessThrottle();
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throttleTimer.Stop();
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}
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