revert changes to m_pendingCache and remove client close if there is no

SP, as requested
avinationmerge
UbitUmarov 2014-09-14 02:28:42 +01:00
parent 52cde5fe96
commit 3d9f25a19d
1 changed files with 14 additions and 21 deletions

View File

@ -308,8 +308,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
private Dictionary<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new Dictionary<IPEndPoint, Queue<UDPPacketBuffer>>();
private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
/// <summary>
/// Event used to signal when queued packets are available for sending.
/// </summary>
@ -1416,12 +1416,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// And if there is a UseCircuitCode pending, also drop it
lock (m_pendingCache)
{
// if (m_pendingCache.Contains(endPoint))
if (m_pendingCache.ContainsKey(endPoint))
if (m_pendingCache.Contains(endPoint))
return;
// m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
m_pendingCache.Add(endPoint, new Queue<UDPPacketBuffer>());
m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
}
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
@ -1768,6 +1766,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
endPoint,
sessionInfo);
// Now we know we can handle more data
Thread.Sleep(200);
// Obtain the pending queue and remove it from the cache
Queue<UDPPacketBuffer> queue = null;
@ -1785,17 +1786,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
// Reinject queued packets
if (queue != null)
while (queue.Count > 0)
{
while (queue.Count > 0)
{
UDPPacketBuffer buf = queue.Dequeue();
PacketReceived(buf);
}
queue = null;
UDPPacketBuffer buf = queue.Dequeue();
PacketReceived(buf);
}
queue = null;
// Send ack straight away to let the viewer know that the connection is active.
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
// circuit code to the existing child agent. This is not particularly obvious.
@ -1828,10 +1826,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
catch (Exception e)
{
// this may already be done.. or not..
lock (m_pendingCache)
m_pendingCache.Remove(endPoint);
m_log.ErrorFormat(
"[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
endPoint != null ? endPoint.ToString() : "n/a",
@ -2069,8 +2063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
client.Kick("Simulator logged you out due to connection timeout.");
}
if (!m_scene.CloseAgent(client.AgentId, true))
client.Close(true,true);
m_scene.CloseAgent(client.AgentId, true);
}
private void IncomingPacketHandler()