* 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.
parent
2c81e18fc3
commit
27afeaec74
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@ -476,6 +476,7 @@ namespace OpenSim.Region.ClientStack
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{
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//session/circuit not authorised
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m_log.Info("[CLIENT]: New user request denied to " + m_userEndPoint.ToString());
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m_packetQueue.Flush();
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m_packetQueue.Close();
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m_clientThread.Abort();
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}
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@ -111,7 +111,7 @@ namespace OpenSim.Region.ClientStack
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epSender = (EndPoint) ipeSender;
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Packet packet = null;
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int numBytes;
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int numBytes = 1;
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try
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{
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@ -173,8 +173,9 @@ namespace OpenSim.Region.ClientStack
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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catch (SocketException e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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// Here's some reference code! :D
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@ -187,12 +188,28 @@ namespace OpenSim.Region.ClientStack
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break;
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}
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return;
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//return;
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}
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catch (ObjectDisposedException e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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return;
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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//return;
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}
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int packetEnd = numBytes - 1;
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@ -221,7 +238,16 @@ namespace OpenSim.Region.ClientStack
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{
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// new client
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m_log.Debug("[UDPSERVER]: Adding New Client");
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AddNewClient(packet);
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try
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{
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AddNewClient(packet);
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}
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catch (Exception e3)
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{
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m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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}
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}
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else
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{
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@ -231,8 +257,38 @@ namespace OpenSim.Region.ClientStack
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}
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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catch (SocketException e4)
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{
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e5)
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{
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m_log.Error("[UDPSERVER]: " + e5.ToString());
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}
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}
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}
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private void CloseEndPoint(EndPoint sender)
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@ -247,8 +303,15 @@ namespace OpenSim.Region.ClientStack
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protected virtual void AddNewClient(Packet packet)
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{
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
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lock (clientCircuits)
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{
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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}
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lock (clientCircuits_reverse)
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{
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if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
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clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
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}
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PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
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}
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