Add some console debug to help fix a threadlock issue.
parent
ac581b532e
commit
24577876be
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@ -3335,7 +3335,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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}
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}
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m_log.Debug("[Scene] Beginning ClientClosed");
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m_eventManager.TriggerClientClosed(agentID, this);
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m_eventManager.TriggerClientClosed(agentID, this);
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m_log.Debug("[Scene] Finished ClientClosed");
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}
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}
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catch (NullReferenceException)
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catch (NullReferenceException)
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{
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{
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@ -3343,7 +3345,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Avatar is already disposed :/
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// Avatar is already disposed :/
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}
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}
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m_log.Debug("[Scene] Beginning OnRemovePresence");
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m_eventManager.TriggerOnRemovePresence(agentID);
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m_eventManager.TriggerOnRemovePresence(agentID);
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m_log.Debug("[Scene] Finished OnRemovePresence");
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ForEachClient(
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ForEachClient(
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delegate(IClientAPI client)
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delegate(IClientAPI client)
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{
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{
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@ -3359,8 +3363,11 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// Remove the avatar from the scene
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// Remove the avatar from the scene
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m_log.Debug("[Scene] Begin RemoveScenePresence");
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m_sceneGraph.RemoveScenePresence(agentID);
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m_sceneGraph.RemoveScenePresence(agentID);
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m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
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m_clientManager.Remove(agentID);
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m_clientManager.Remove(agentID);
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m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
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try
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try
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{
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{
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@ -3374,9 +3381,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
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m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
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}
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}
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m_log.Debug("[Scene] Done. Firing RemoveCircuit");
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m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
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m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
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m_log.Debug("[Scene] The avatar has left the building");
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//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
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//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
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//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
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//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
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}
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}
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