* In the client stack, if the BeginReceive() throws an exception then do print this out to the log once
* This may help us detect if mysterious UDP disconnects are happening because of this. * Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)0.6.0-stable
parent
4df3a19be6
commit
465a931c05
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@ -271,15 +271,57 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_socket.BeginReceiveFrom(
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RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
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}
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catch (SocketException)
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catch (SocketException e)
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{
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// We don't need to see this error, reset connection and get next UDP packet off the buffer
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// ENDLESS LOOP ON PURPOSE!
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// Reset connection and get next UDP packet off the buffer
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// If the UDP packet is part of the same stream, this will happen several hundreds of times before
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// the next set of UDP data is for a valid client.
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//m_log.ErrorFormat("[CLIENT]: BeginRecieve threw exception " + e.Message + ": " + e.StackTrace );
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ResetServerEndPoint(e);
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}
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}
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// ENDLESS LOOP ON PURPOSE!
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ResetEndPoint();
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/// <summary>
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/// Reset the server endpoint
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/// </summary>
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/// <param name="e">
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/// The exception that has triggered the reset. Can be null if there was no exception.
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/// </param>
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private void ResetServerEndPoint(Exception e)
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{
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try
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{
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CloseCircuit(reusedEpSender, e);
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}
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catch (Exception a)
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{
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m_log.Error("[UDPSERVER]: " + a);
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}
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// ENDLESS LOOP ON PURPOSE!
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// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
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// The only way to do that is to beginreceive again!
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BeginReceive();
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}
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/// <summary>
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/// Close a client circuit. This is done in response to an exception on receive, and should not be called
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/// normally.
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e">The exception that caused the close. Can be null if there was no exception</param>
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private void CloseCircuit(EndPoint sender, Exception e)
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{
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uint circuit;
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lock (clientCircuits)
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{
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if (clientCircuits.TryGetValue(sender, out circuit))
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{
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m_packetServer.CloseCircuit(circuit);
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if (e != null)
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m_log.ErrorFormat("[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, sender, e);
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}
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}
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}
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@ -327,53 +369,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return hasReceivedOkay;
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}
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private void ResetEndPoint()
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{
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try
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{
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CloseEndPoint(reusedEpSender);
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}
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catch (Exception a)
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{
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m_log.Error("[UDPSERVER]: " + a);
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}
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// ENDLESS LOOP ON PURPOSE!
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// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
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// The only way to do that is to beginreceive again!
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BeginReceive();
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try
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{
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// m_socket.BeginReceiveFrom(
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// RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, 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 e)
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{
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m_log.DebugFormat("[UDPSERVER]: Exception {0} : {1}", e.Message, e.StackTrace );
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}
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}
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private void CloseEndPoint(EndPoint sender)
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{
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uint circuit;
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lock (clientCircuits)
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{
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if (clientCircuits.TryGetValue(sender, out circuit))
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{
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m_packetServer.CloseCircuit(circuit);
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}
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}
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}
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/// <summary>
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/// Add a new client circuit.
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/// </summary>
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@ -40,11 +40,12 @@ namespace OpenSim.Region.Environment.Scenes.Tests
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[TestFixture]
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public class SceneTests
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{
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/// <summary>
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/// Test adding an object to a scene. Doesn't yet do what it says on the tin.
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/// </summary>
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[Test]
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public void TestAddSceneObject()
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{
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//System.Console.WriteLine("Hello mum!");
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RegionInfo regInfo = new RegionInfo(1000, 1000, null, null);
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regInfo.RegionName = "Unit test region";
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AgentCircuitManager acm = new AgentCircuitManager();
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