To avoid viewers (particularly on the Hypergrid) from permanently caching a UUID -> "Unknown User" binding, drop the binding request rather than replying with "Unknown User"
By not binding UUID -> "Unknown User", we leave open the possibility that the binding may be correctly resolved at a later time, which can still happen in some Hypergrid situations. Observed behaviour of LL viewer 3.3.4 is that a dropped bind request is not retried until the next session.0.7.6-extended
parent
068f22a52c
commit
86c39d618e
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@ -178,17 +178,20 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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m_ServiceThrottle.Enqueue("name", uuid.ToString(), delegate
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{
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//m_log.DebugFormat("[YYY]: Name request {0}", uuid);
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bool foundRealName = TryGetUserNames(uuid, names);
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if (names.Length == 2)
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{
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if (!foundRealName)
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, client.Name);
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// As least upto September 2013, clients permanently cache UUID -> Name bindings. Some clients
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// appear to clear this when the user asks it to clear the cache, but others may not.
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//
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// So to avoid clients
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// (particularly Hypergrid clients) permanently binding "Unknown User" to a given UUID, we will
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// instead drop the request entirely.
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if (TryGetUserNames(uuid, names))
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client.SendNameReply(uuid, names[0], names[1]);
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}
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// else
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// m_log.DebugFormat(
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// "[USER MANAGEMENT MODULE]: No bound name for {0} found, ignoring request from {1}",
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// uuid, client.Name);
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});
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}
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}
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@ -391,7 +394,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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}
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names[0] = "Unknown";
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names[1] = "UserUMMTGUN8";
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names[1] = "UserUMMTGUN9";
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return false;
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}
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@ -549,24 +552,24 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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if (oldUser != null)
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{
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if (creatorData == null || creatorData == String.Empty)
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{
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//ignore updates without creator data
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return;
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}
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//try update unknown users, but don't update anyone else
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if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown"))
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{
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lock (m_UserCache)
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m_UserCache.Remove(id);
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m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL);
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}
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else
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{
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// if (creatorData == null || creatorData == String.Empty)
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// {
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// //ignore updates without creator data
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// return;
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// }
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//
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// //try update unknown users, but don't update anyone else
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// if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown"))
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// {
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// lock (m_UserCache)
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// m_UserCache.Remove(id);
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// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL);
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// }
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// else
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// {
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//we have already a valid user within the cache
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return;
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}
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// }
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}
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UserAccount account = m_Scenes[0].UserAccountService.GetUserAccount(m_Scenes[0].RegionInfo.ScopeID, id);
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@ -602,15 +605,19 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement
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if (parts.Length >= 2)
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user.FirstName = parts[1].Replace(' ', '.');
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}
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else
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{
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// Temporarily add unknown user entries of this type into the cache so that we can distinguish
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// this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding
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// TODO: Can be removed when GUN* unknown users have definitely dropped significantly or
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// disappeared.
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user.FirstName = "Unknown";
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user.LastName = "UserUMMAU4";
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}
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// To avoid issues with clients, particularly Hypergrid ones, permanently caching
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// UUID -> "Unknown User" name bindings, elsewhere we will drop such requests rather than replying.
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// This also means that we cannot add an unknown user binding to the cache here.
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// else
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// {
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// // Temporarily add unknown user entries of this type into the cache so that we can distinguish
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// // this source from other recent (hopefully resolved) bugs that fail to retrieve a user name binding
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// // TODO: Can be removed when GUN* unknown users have definitely dropped significantly or
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// // disappeared.
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// user.FirstName = "Unknown";
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// user.LastName = "UserUMMAU4";
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// }
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AddUserInternal(user);
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}
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