* Fixed a bug where clients were being added to ClientManager twice

* Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys
* Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode
* Changed the order of operations during client shutdown
prioritization
John Hurliman 2009-10-13 16:53:19 -07:00
parent 23a334b9f5
commit 395a8680c3
5 changed files with 62 additions and 67 deletions

View File

@ -97,19 +97,17 @@ namespace OpenSim.Framework
/// Add a client reference to the collection if it does not already /// Add a client reference to the collection if it does not already
/// exist /// exist
/// </summary> /// </summary>
/// <param name="key">UUID of the client</param>
/// <param name="key2">Remote endpoint of the client</param>
/// <param name="value">Reference to the client object</param> /// <param name="value">Reference to the client object</param>
/// <returns>True if the client reference was successfully added, /// <returns>True if the client reference was successfully added,
/// otherwise false if the given key already existed in the collection</returns> /// otherwise false if the given key already existed in the collection</returns>
public bool Add(UUID key, IPEndPoint key2, IClientAPI value) public bool Add(IClientAPI value)
{ {
lock (m_writeLock) lock (m_writeLock)
{ {
if (!m_dict.ContainsKey(key) && !m_dict2.ContainsKey(key2)) if (!m_dict.ContainsKey(value.AgentId) && !m_dict2.ContainsKey(value.RemoteEndPoint))
{ {
m_dict = m_dict.Add(key, value); m_dict = m_dict.Add(value.AgentId, value);
m_dict2 = m_dict2.Add(key2, value); m_dict2 = m_dict2.Add(value.RemoteEndPoint, value);
return true; return true;
} }
@ -123,14 +121,16 @@ namespace OpenSim.Framework
/// <summary> /// <summary>
/// Remove a client from the collection /// Remove a client from the collection
/// </summary> /// </summary>
/// <param name="key">UUID of the client</param> /// <param name="value">Reference to the client object</param>
/// <param name="key2">Remote endpoint of the client</param> public void Remove(IClientAPI value)
public void Remove(UUID key, IPEndPoint key2)
{ {
lock (m_writeLock) lock (m_writeLock)
{ {
m_dict = m_dict.Delete(key); if (m_dict.ContainsKey(value.AgentId))
m_dict2 = m_dict2.Delete(key2); m_dict = m_dict.Delete(value.AgentId);
if (m_dict2.ContainsKey(value.RemoteEndPoint))
m_dict2 = m_dict2.Delete(value.RemoteEndPoint);
} }
} }

View File

@ -561,6 +561,8 @@ namespace OpenSim.Framework
// [Obsolete("LLClientView Specific - Circuits are unique to LLClientView")] // [Obsolete("LLClientView Specific - Circuits are unique to LLClientView")]
uint CircuitCode { get; } uint CircuitCode { get; }
IPEndPoint RemoteEndPoint { get; }
event GenericMessage OnGenericMessage; event GenericMessage OnGenericMessage;
// [Obsolete("LLClientView Specific - Replace with more bare-bones arguments.")] // [Obsolete("LLClientView Specific - Replace with more bare-bones arguments.")]

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@ -411,38 +411,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"[CLIENT]: Close has been called for {0} attached to scene {1}", "[CLIENT]: Close has been called for {0} attached to scene {1}",
Name, m_scene.RegionInfo.RegionName); Name, m_scene.RegionInfo.RegionName);
// Remove ourselves from the scene
m_scene.ClientManager.Remove(m_agentId, m_udpClient.RemoteEndPoint);
if (m_imageManager != null)
{
m_imageManager.Close();
m_imageManager = null;
}
if (m_udpServer != null)
{
m_udpServer.Flush();
}
if (OnConnectionClosed != null)
OnConnectionClosed(this);
CloseCleanup();
}
private void CloseCleanup()
{
m_scene.RemoveClient(AgentId);
//m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//m_log.InfoFormat("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true));
// Send the STOP packet // Send the STOP packet
DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
OutPacket(disable, ThrottleOutPacketType.Unknown); OutPacket(disable, ThrottleOutPacketType.Unknown);
Thread.Sleep(2000); IsActive = false;
// Shutdown the image manager
if (m_imageManager != null)
m_imageManager.Close();
// Fire the callback for this connection closing
if (OnConnectionClosed != null)
OnConnectionClosed(this);
// Flush all of the packets out of the UDP server for this client
if (m_udpServer != null)
m_udpServer.Flush(m_udpClient);
// Remove ourselves from the scene
m_scene.RemoveClient(AgentId);
m_scene.ClientManager.Remove(this);
//m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//GC.Collect();
//m_log.InfoFormat("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true));
// FIXME: Is this still necessary?
//Thread.Sleep(2000);
// Shut down timers. Thread Context of this method is murky. Lock all timers // Shut down timers. Thread Context of this method is murky. Lock all timers
if (m_avatarTerseUpdateTimer.Enabled) if (m_avatarTerseUpdateTimer.Enabled)
@ -459,8 +455,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We need to do this over grid communications // We need to do this over grid communications
//m_scene.CloseAllAgents(CircuitCode); //m_scene.CloseAllAgents(CircuitCode);
IsActive = false;
m_avatarTerseUpdateTimer.Dispose(); m_avatarTerseUpdateTimer.Dispose();
m_primTerseUpdateTimer.Dispose(); m_primTerseUpdateTimer.Dispose();
m_primFullUpdateTimer.Dispose(); m_primFullUpdateTimer.Dispose();

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@ -167,8 +167,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
J2KImage imagereq; J2KImage imagereq;
int numCollected = 0; int numCollected = 0;
//lock (m_syncRoot)
//{
m_lastloopprocessed = DateTime.Now.Ticks; m_lastloopprocessed = DateTime.Now.Ticks;
// This can happen during Close() // This can happen during Close()
@ -191,15 +189,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (numCollected == count) if (numCollected == count)
break; break;
} }
//}
return m_priorityQueue.Count > 0; return m_priorityQueue.Count > 0;
} }
//Faux destructor /// <summary>
/// Faux destructor
/// </summary>
public void Close() public void Close()
{ {
m_shuttingdown = true; m_shuttingdown = true;
m_priorityQueue = null;
m_j2kDecodeModule = null; m_j2kDecodeModule = null;
m_assetCache = null; m_assetCache = null;
m_client = null; m_client = null;

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@ -390,7 +390,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
public void Flush() public void Flush(LLUDPClient udpClient)
{ {
// FIXME: Implement? // FIXME: Implement?
} }
@ -645,15 +645,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
client.OnLogout += LogoutHandler; client.OnLogout += LogoutHandler;
client.OnConnectionClosed += ConnectionClosedHandler; client.OnConnectionClosed += ConnectionClosedHandler;
m_scene.ClientManager.Add(agentID, remoteEndPoint, client);
// Start the IClientAPI // Start the IClientAPI
m_scene.ClientManager.Add(agentID, remoteEndPoint, client); m_scene.ClientManager.Add(client);
client.Start(); client.Start();
} }
else else
{ {
m_log.Debug("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from " + udpClient.AgentID); m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
udpClient.AgentID, remoteEndPoint, circuitCode);
} }
} }