Prevent race conditions between two threads that call LLClientView.Close() simultaneously (e.g. ack timeout and an attempt to reconnect)
parent
4deb25da87
commit
47e2922a40
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@ -348,8 +348,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_animationSequenceNumber = 1;
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private int m_animationSequenceNumber = 1;
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private bool m_SendLogoutPacketWhenClosing = true;
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private bool m_SendLogoutPacketWhenClosing = true;
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private AgentUpdateArgs lastarg;
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private AgentUpdateArgs lastarg;
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private bool m_IsActive = true;
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private bool m_IsLoggingOut = false;
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
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@ -413,16 +411,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public uint CircuitCode { get { return m_circuitCode; } }
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public uint CircuitCode { get { return m_circuitCode; } }
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public int MoneyBalance { get { return m_moneyBalance; } }
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public int MoneyBalance { get { return m_moneyBalance; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } }
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public bool IsActive
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{
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/// <summary>
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get { return m_IsActive; }
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/// As well as it's function in IClientAPI, in LLClientView we are locking on this property in order to
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set { m_IsActive = value; }
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/// prevent race conditions by different threads calling Close().
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}
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/// </summary>
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public bool IsLoggingOut
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public bool IsActive { get; set; }
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{
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get { return m_IsLoggingOut; }
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/// <summary>
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set { m_IsLoggingOut = value; }
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/// Used to synchronise threads when client is being closed.
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}
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/// </summary>
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public Object CloseSyncLock { get; private set; }
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public bool IsLoggingOut { get; set; }
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public bool DisableFacelights
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public bool DisableFacelights
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{
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{
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@ -447,6 +448,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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{
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// DebugPacketLevel = 1;
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// DebugPacketLevel = 1;
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CloseSyncLock = new Object();
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RegisterInterface<IClientIM>(this);
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RegisterInterface<IClientIM>(this);
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RegisterInterface<IClientInventory>(this);
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RegisterInterface<IClientInventory>(this);
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RegisterInterface<IClientChat>(this);
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RegisterInterface<IClientChat>(this);
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@ -482,17 +485,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_prioritizer = new Prioritizer(m_scene);
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m_prioritizer = new Prioritizer(m_scene);
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RegisterLocalPacketHandlers();
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RegisterLocalPacketHandlers();
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IsActive = true;
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}
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}
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#region Client Methods
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#region Client Methods
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/// <summary>
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/// <summary>
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/// Shut down the client view
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/// Close down the client view
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/// </summary>
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/// </summary>
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public void Close()
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public void Close()
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{
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{
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IsActive = false;
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// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
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// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
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lock (CloseSyncLock)
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{
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if (!IsActive)
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return;
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IsActive = false;
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CloseWithoutChecks();
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}
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}
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/// <summary>
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/// Closes down the client view without first checking whether it is active.
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/// </summary>
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/// <remarks>
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/// This exists because LLUDPServer has to set IsActive = false in earlier synchronous code before calling
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/// CloseWithoutIsActiveCheck asynchronously.
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///
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/// Callers must lock ClosingSyncLock before calling.
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/// </remarks>
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public void CloseWithoutChecks()
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{
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[CLIENT]: Close has been called for {0} attached to scene {1}",
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"[CLIENT]: Close has been called for {0} attached to scene {1}",
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Name, m_scene.RegionInfo.RegionName);
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Name, m_scene.RegionInfo.RegionName);
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@ -3570,7 +3596,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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public void SendCoarseLocationUpdate(List<UUID> users, List<Vector3> CoarseLocations)
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{
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{
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if (!IsActive) return; // We don't need to update inactive clients.
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// We don't need to update inactive clients.
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if (!IsActive)
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return;
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CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
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CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
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loc.Header.Reliable = false;
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loc.Header.Reliable = false;
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@ -1123,22 +1123,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// regular client pings.
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/// regular client pings.
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/// </remarks>
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/// </remarks>
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/// <param name='client'></param>
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/// <param name='client'></param>
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private void DeactivateClientDueToTimeout(IClientAPI client)
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private void DeactivateClientDueToTimeout(LLClientView client)
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{
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{
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// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
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lock (client.CloseSyncLock)
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// though it's set later on by LLClientView.Close()
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{
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client.IsActive = false;
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m_log.WarnFormat(
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"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
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m_log.WarnFormat(
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StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
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"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
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StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
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if (!client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout");
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if (!client.SceneAgent.IsChildAgent)
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client.CloseWithoutChecks();
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client.Kick("Simulator logged you out due to connection timeout");
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}
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client.Close();
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}
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}
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private void IncomingPacketHandler()
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private void IncomingPacketHandler()
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@ -3420,8 +3420,8 @@ namespace OpenSim.Region.Framework.Scenes
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// We have a zombie from a crashed session.
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// We have a zombie from a crashed session.
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// Or the same user is trying to be root twice here, won't work.
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// Or the same user is trying to be root twice here, won't work.
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// Kill it.
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// Kill it.
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m_log.DebugFormat(
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m_log.WarnFormat(
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"[SCENE]: Zombie scene presence detected for {0} {1} in {2}",
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"[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
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sp.Name, sp.UUID, RegionInfo.RegionName);
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sp.Name, sp.UUID, RegionInfo.RegionName);
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sp.ControllingClient.Close();
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sp.ControllingClient.Close();
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