* Stop warnings about non existent scene presences/entities being removed on client log off
* This is being done by preventing close from being called twice on child agent closure (nres which would have been thrown are being swallowed). * However, it should be possible to do much better cleanup on this code in the future0.6.0-stable
parent
8ea92c0669
commit
4e555b87f3
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@ -86,7 +86,9 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_log.ErrorFormat("[USER CACHE]: Tried to remove the profile of user {0}, but this was not in the scene", userId);
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m_log.WarnFormat(
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"[USER CACHE]: Tried to remove the profile of user {0}, but this was not in the scene", userId);
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return false;
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}
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@ -454,17 +454,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="shutdownCircuit"></param>
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public void Close(bool shutdownCircuit)
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{
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// Pull Client out of Region
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m_log.Info("[CLIENT]: Close has been called");
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m_log.DebugFormat(
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"[CLIENT]: Close has been called with shutdownCircuit = {0} on scene {1}",
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shutdownCircuit, m_scene.RegionInfo.RegionName);
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m_PacketHandler.Flush();
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//raiseevent on the packet server to Shutdown the circuit
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// raise an event on the packet server to Shutdown the circuit
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// Now, if we raise the event then the packet server will call this method itself, so don't try cleanup
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// here otherwise we'll end up calling it twice.
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// FIXME: In truth, I might be wrong but this whole business of calling this method twice (with different args) looks
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// horribly tangly. Hopefully it should be possible to greatly simplify it.
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if (shutdownCircuit)
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{
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OnConnectionClosed(this);
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}
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CloseCleanup(shutdownCircuit);
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else
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{
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CloseCleanup(shutdownCircuit);
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}
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}
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public void Kick(string message)
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@ -584,26 +584,26 @@ namespace OpenSim.Region.Environment.Scenes
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{
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lock (Entities)
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{
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if (Entities.Remove(agentID))
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{
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//m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
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}
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else
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if (!Entities.Remove(agentID))
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{
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list", agentID);
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}
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// else
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// {
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// m_log.InfoFormat("[SCENE] Removed scene presence {0} from entities list", agentID);
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// }
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}
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lock (ScenePresences)
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{
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if (ScenePresences.Remove(agentID))
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if (!ScenePresences.Remove(agentID))
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{
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//m_log.InfoFormat("[SCENE] Removed scene presence {0}", agentID);
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}
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else
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{
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
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m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
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}
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// else
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// {
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// m_log.InfoFormat("[SCENE] Removed scene presence {0} from scene presences list", agentID);
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// }
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}
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}
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@ -2259,6 +2259,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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childagentYN = avatar.IsChildAgent;
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}
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try
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{
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m_log.DebugFormat(
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@ -2295,6 +2296,7 @@ namespace OpenSim.Region.Environment.Scenes
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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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m_eventManager.TriggerOnRemovePresence(agentID);
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Broadcast(delegate(IClientAPI client)
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{
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@ -2631,6 +2633,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_innerScene.removeUserCount(true);
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}
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// Tell a single agent to disconnect from the region.
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presence.ControllingClient.SendShutdownConnectionNotice();
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