consolidate client view exit paths, this seems to
cause a different synchronization issue in other shutdown routines, though I'm not sure whyafrisby
parent
d67009a78b
commit
2e38e534d9
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@ -73,7 +73,6 @@ namespace OpenSim.Region.ClientStack
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private uint m_circuitCode;
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private int m_moneyBalance;
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private byte[] m_channelVersion=new byte[] { 0x00} ; // Dummy value needed by libSL
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/* protected variables */
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@ -188,11 +187,6 @@ namespace OpenSim.Region.ClientStack
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PacketQueue = new PacketQueue();
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//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
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AckTimer = new Timer(750);
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AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
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AckTimer.Start();
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RegisterLocalPacketHandlers();
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ClientThread = new Thread(new ThreadStart(AuthUser));
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@ -211,18 +205,29 @@ namespace OpenSim.Region.ClientStack
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public void Close()
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{
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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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// Shut down timers
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// Send the STOP packet
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libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
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OutPacket(disable, ThrottleOutPacketType.Task);
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// FLUSH Packets
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PacketQueue.Close();
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PacketQueue.Flush();
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// Shut down timers
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AckTimer.Stop();
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clientPingTimer.Stop();
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// This is just to give the client a reasonable chance of
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// flushing out all it's packets. There should probably
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// be a better mechanism here
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Thread.Sleep(2000);
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ClientThread.Abort();
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}
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public void Kick(string message)
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{
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KickUserPacket kupack = new KickUserPacket();
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@ -234,17 +239,11 @@ namespace OpenSim.Region.ClientStack
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kupack.TargetBlock.TargetPort = (ushort)0;
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kupack.UserInfo.Reason = Helpers.StringToField(message);
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OutPacket(kupack, ThrottleOutPacketType.Task);
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}
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public void Stop()
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{
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clientPingTimer.Stop();
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libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
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OutPacket(disable, ThrottleOutPacketType.Task);
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ClientThread.Abort();
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Close();
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}
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#endregion
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@ -389,6 +388,13 @@ namespace OpenSim.Region.ClientStack
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protected virtual void InitNewClient()
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{
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//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
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// Establish our two timers. We could probably get this down to one
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AckTimer = new Timer(750);
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AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
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AckTimer.Start();
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clientPingTimer = new Timer(5000);
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clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
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clientPingTimer.Enabled = true;
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@ -407,6 +413,7 @@ namespace OpenSim.Region.ClientStack
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{
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//session/circuit not authorised
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MainLog.Instance.Notice("CLIENT", "New user request denied to " + userEP.ToString());
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PacketQueue.Close();
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ClientThread.Abort();
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}
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else
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@ -423,6 +430,7 @@ namespace OpenSim.Region.ClientStack
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{
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m_secureSessionId = sessionInfo.LoginInfo.SecureSession;
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}
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// This sets up all the timers
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InitNewClient();
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ClientLoop();
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@ -431,11 +439,6 @@ namespace OpenSim.Region.ClientStack
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# endregion
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protected void KillThread()
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{
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ClientThread.Abort();
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}
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// Previously ClientView.API partial class
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public event Action<IClientAPI> OnLogout;
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public event ObjectPermissions OnObjectPermissions;
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@ -2171,7 +2174,7 @@ namespace OpenSim.Region.ClientStack
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"ClientView.PacketQueue.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " +
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userEP.ToString() + " - killing thread");
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MainLog.Instance.Error(e.ToString());
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KillThread();
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Close();
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}
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}
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@ -44,6 +44,8 @@ namespace OpenSim.Region.ClientStack
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{
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public class PacketQueue
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{
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private bool m_enabled = true;
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private BlockingQueue<QueItem> SendQueue;
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private Queue<QueItem> IncomingPacketQueue;
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@ -127,8 +129,10 @@ namespace OpenSim.Region.ClientStack
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public void Enqueue(QueItem item)
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{
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if (!m_enabled) {return;}
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// We could micro lock, but that will tend to actually
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// probably be worse than just synchronizing on SendQueue
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lock (this) {
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switch (item.throttleType)
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{
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@ -209,6 +213,7 @@ namespace OpenSim.Region.ClientStack
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public void Close()
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{
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m_enabled = false;
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throttleTimer.Stop();
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}
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TextureOutgoingPacketQueue.Count > 0);
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}
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// Run through our wait queues and flush out allotted numbers of bytes into the process queue
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// private bool ThrottlingTime()
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// {
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// if(DateTime.Now.Ticks > (LastThrottle + ThrottleInterval)) {
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// LastThrottle = DateTime.Now.Ticks;
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// return true;
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// } else {
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// return false;
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// }
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// }
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public void ProcessThrottle()
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{
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Loading…
Reference in New Issue