Don't make duplicate call to ScenePresence.Close() separately in ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient() Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.0.7.3-extended
parent
ba0ebe6d75
commit
498154af80
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@ -638,7 +638,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(2000);
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sp.Close();
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sp.Scene.IncomingCloseAgent(sp.UUID);
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}
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else
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@ -3211,10 +3211,23 @@ namespace OpenSim.Region.Framework.Scenes
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// CheckHeartbeat();
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bool isChildAgent = false;
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ScenePresence avatar = GetScenePresence(agentID);
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if (avatar != null)
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if (avatar == null)
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{
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m_log.WarnFormat(
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"[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
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return;
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}
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try
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{
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isChildAgent = avatar.IsChildAgent;
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m_log.DebugFormat(
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"[SCENE]: Removing {0} agent {1} {2} from {3}",
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(isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
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// Don't do this to root agents, it's not nice for the viewer
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if (closeChildAgents && isChildAgent)
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{
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@ -3236,99 +3249,77 @@ namespace OpenSim.Region.Framework.Scenes
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avatar.StandUp();
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}
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try
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m_sceneGraph.removeUserCount(!isChildAgent);
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// TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
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// unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
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if (closeChildAgents && CapsModule != null)
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CapsModule.RemoveCaps(agentID);
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// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
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// this method is doing is HORRIBLE!!!
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avatar.Scene.NeedSceneCacheClear(avatar.UUID);
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if (closeChildAgents && !isChildAgent)
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{
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m_log.DebugFormat(
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"[SCENE]: Removing {0} agent {1} {2} from region {3}",
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(isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
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List<ulong> regions = avatar.KnownRegionHandles;
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regions.Remove(RegionInfo.RegionHandle);
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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}
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m_sceneGraph.removeUserCount(!isChildAgent);
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m_eventManager.TriggerClientClosed(agentID, this);
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m_eventManager.TriggerOnRemovePresence(agentID);
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// TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
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// unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
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if (closeChildAgents && CapsModule != null)
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CapsModule.RemoveCaps(agentID);
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// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
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// this method is doing is HORRIBLE!!!
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avatar.Scene.NeedSceneCacheClear(avatar.UUID);
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if (closeChildAgents && !avatar.IsChildAgent)
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if (!isChildAgent)
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{
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if (AttachmentsModule != null && avatar.PresenceType != PresenceType.Npc)
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{
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List<ulong> regions = avatar.KnownRegionHandles;
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regions.Remove(RegionInfo.RegionHandle);
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m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
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IUserManagement uMan = RequestModuleInterface<IUserManagement>();
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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if (uMan == null || uMan.IsLocalGridUser(avatar.UUID))
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AttachmentsModule.SaveChangedAttachments(avatar, false);
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}
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m_eventManager.TriggerClientClosed(agentID, this);
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}
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catch (NullReferenceException)
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{
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// We don't know which count to remove it from
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// Avatar is already disposed :/
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}
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try
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{
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m_eventManager.TriggerOnRemovePresence(agentID);
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if (!isChildAgent)
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{
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if (AttachmentsModule != null && avatar.PresenceType != PresenceType.Npc)
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ForEachClient(
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delegate(IClientAPI client)
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{
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IUserManagement uMan = RequestModuleInterface<IUserManagement>();
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// Don't save attachments for HG visitors, it
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// messes up their inventory. When a HG visitor logs
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// out on a foreign grid, their attachments will be
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// reloaded in the state they were in when they left
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// the home grid. This is best anyway as the visited
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// grid may use an incompatible script engine.
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if (uMan == null || uMan.IsLocalGridUser(avatar.UUID))
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AttachmentsModule.SaveChangedAttachments(avatar, false);
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}
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ForEachClient(
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delegate(IClientAPI client)
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{
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//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
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try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
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catch (NullReferenceException) { }
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});
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}
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// It's possible for child agents to have transactions if changes are being made cross-border.
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if (AgentTransactionsModule != null)
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AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
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}
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finally
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{
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// Always clean these structures up so that any failure above doesn't cause them to remain in the
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// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
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// the same cleanup exception continually.
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// TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
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// since this would hide the underlying failure and other associated problems.
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m_sceneGraph.RemoveScenePresence(agentID);
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m_clientManager.Remove(agentID);
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//We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
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try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
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catch (NullReferenceException) { }
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});
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}
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try
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{
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avatar.Close();
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}
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catch (NullReferenceException)
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{
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//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
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}
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// It's possible for child agents to have transactions if changes are being made cross-border.
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if (AgentTransactionsModule != null)
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AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
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avatar.Close();
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m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
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// CleanDroppedAttachments();
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//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
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//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format("[SCENE]: Exception removing {0} from {1}, ", avatar.Name, RegionInfo.RegionName), e);
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}
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finally
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{
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// Always clean these structures up so that any failure above doesn't cause them to remain in the
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// scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
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// the same cleanup exception continually.
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// TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
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// since this would hide the underlying failure and other associated problems.
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m_sceneGraph.RemoveScenePresence(agentID);
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m_clientManager.Remove(agentID);
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}
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//m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
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//m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
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}
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/// <summary>
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@ -3437,7 +3437,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void Close()
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{
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if (!IsChildAgent)
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if (!IsChildAgent && m_scene.AttachmentsModule != null)
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m_scene.AttachmentsModule.DeleteAttachmentsFromScene(this, false);
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// Clear known regions
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@ -101,7 +101,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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public void TestCloseAgent()
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{
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TestHelpers.InMethod();
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// log4net.Config.XmlConfigurator.Configure();
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// TestHelpers.EnableLogging();
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TestScene scene = new SceneHelpers().SetupScene();
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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@ -114,6 +114,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
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// TestHelpers.DisableLogging();
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}
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[Test]
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