* Added /even more/ debugging messages to the UDP server to help people in resolving the Sakai issue. A few locks a few fixes, nothing that'll solve the problem in itself though.

ThreadPoolClientBranch
Teravus Ovares 2008-02-18 05:32:25 +00:00
parent 2c81e18fc3
commit 27afeaec74
2 changed files with 72 additions and 8 deletions

View File

@ -476,6 +476,7 @@ namespace OpenSim.Region.ClientStack
{
//session/circuit not authorised
m_log.Info("[CLIENT]: New user request denied to " + m_userEndPoint.ToString());
m_packetQueue.Flush();
m_packetQueue.Close();
m_clientThread.Abort();
}

View File

@ -111,7 +111,7 @@ namespace OpenSim.Region.ClientStack
epSender = (EndPoint) ipeSender;
Packet packet = null;
int numBytes;
int numBytes = 1;
try
{
@ -173,8 +173,9 @@ namespace OpenSim.Region.ClientStack
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException)
catch (SocketException e2)
{
m_log.Error("[UDPSERVER]: " + e2.ToString());
}
// Here's some reference code! :D
@ -187,12 +188,28 @@ namespace OpenSim.Region.ClientStack
break;
}
return;
//return;
}
catch (ObjectDisposedException e)
{
m_log.Debug("[UDPSERVER]: " + e.ToString());
return;
try
{
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e2)
{
m_log.Error("[UDPSERVER]: " + e2.ToString());
}
//return;
}
int packetEnd = numBytes - 1;
@ -221,7 +238,16 @@ namespace OpenSim.Region.ClientStack
{
// new client
m_log.Debug("[UDPSERVER]: Adding New Client");
AddNewClient(packet);
try
{
AddNewClient(packet);
}
catch (Exception e3)
{
m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
}
}
else
{
@ -231,8 +257,38 @@ namespace OpenSim.Region.ClientStack
}
}
try
{
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
catch (SocketException e4)
{
try
{
CloseEndPoint(epSender);
}
catch (Exception a)
{
m_log.Info("[UDPSERVER]: " + a.ToString());
}
try
{
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e5)
{
m_log.Error("[UDPSERVER]: " + e5.ToString());
}
}
}
private void CloseEndPoint(EndPoint sender)
@ -247,8 +303,15 @@ namespace OpenSim.Region.ClientStack
protected virtual void AddNewClient(Packet packet)
{
UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
lock (clientCircuits)
{
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
}
lock (clientCircuits_reverse)
{
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
}
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
}