diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 87f0264f04..93a089dfa2 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1055,6 +1055,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); + // Need to signal neighbours whether child agents may need closing irrespective of whether this + // one needed closing. We also need to close child agents as quickly as possible to avoid complicated + // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back + // to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex + // distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are + // abandoned without proper close by viewer but then re-used by an incoming connection. + sp.CloseChildAgents(newRegionX, newRegionY); + // May need to logout or other cleanup AgentHasMovedAway(sp, logout); @@ -1064,17 +1072,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Now let's make it officially a child agent sp.MakeChildAgent(); - // May still need to signal neighbours whether child agents may need closing irrespective of whether this - // one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or - // teleport re-established the child connection. - // - // It may be possible to also close child agents after a pause but one needs to be very careful about - // race conditions between different regions on rapid teleporting (e.g. from A1 to a non-neighbour B, back - // to a neighbour A2 then off to a non-neighbour C. Also, closing child agents early may be more compatible - // with complicated scenarios where there a mixture of V1 and V2 teleports, though this is conjecture. It's - // easier to close immediately and greatly reduce the scope of race conditions if possible. - sp.CloseChildAgents(newRegionX, newRegionY); - // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { @@ -1096,7 +1093,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer } else { - m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {1}", sp.Name, Scene.Name); + m_log.DebugFormat( + "[ENTITY TRANSFER MODULE]: Connection for {0} in {1} has been re-established after teleport. Not closing.", + sp.Name, Scene.Name); + sp.DoNotCloseAfterTeleport = false; } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d187377488..3e5ef10ac0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3703,21 +3703,30 @@ namespace OpenSim.Region.Framework.Scenes // In the case where, for example, an A B C D region layout, an avatar may // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. - if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) - { - m_log.DebugFormat( - "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", - sp.Name, Name); + // + // XXX: In the end, this should not be necessary if child agents are closed without delay on + // teleport, since realistically, the close request should always be processed before any other + // region tried to re-establish a child agent. This is much simpler since the logic below is + // vulnerable to an issue when a viewer quits a region without sending a proper logout but then + // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport + // flag when no teleport had taken place (and hence no close was going to come). +// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) +// { +// m_log.DebugFormat( +// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", +// sp.Name, Name); +// +// sp.DoNotCloseAfterTeleport = true; +// } +// else if (EntityTransferModule.IsInTransit(sp.UUID)) - sp.DoNotCloseAfterTeleport = true; - } - else if (EntityTransferModule.IsInTransit(sp.UUID)) + if (EntityTransferModule.IsInTransit(sp.UUID)) { - m_log.DebugFormat( - "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", - sp.Name, Name); - sp.DoNotCloseAfterTeleport = true; + + m_log.DebugFormat( + "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.", + sp.Name, Name); } } }