stop KeyNotFoundException() being thrown in RemoveScenePresence if the agent isn't present in the presence dictionary
the code to do this was there but was being circumvented by newmap[agentID] before the check actually took placeprebuild-update
parent
2c4df19805
commit
52b711af82
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@ -599,7 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!Entities.Remove(agentID))
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{
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m_log.WarnFormat(
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"[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
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"[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene Entities list",
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agentID);
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}
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@ -608,11 +608,12 @@ namespace OpenSim.Region.Framework.Scenes
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Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
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List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
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// Remember the old presene reference from the dictionary
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ScenePresence oldref = newmap[agentID];
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// Remove the presence reference from the dictionary
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if (newmap.Remove(agentID))
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if (newmap.ContainsKey(agentID))
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{
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ScenePresence oldref = newmap[agentID];
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newmap.Remove(agentID);
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// Find the index in the list where the old ref was stored and remove the reference
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newlist.RemoveAt(newlist.IndexOf(oldref));
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// Swap out the dictionary and list with new references
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@ -621,7 +622,7 @@ namespace OpenSim.Region.Framework.Scenes
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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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}
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}
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