do not use a blind expire of m_pendingCache. Entries must be valid while
respective HandleUseCircuitCode, no matter how long it takes, so a viewer retry doesnt start a overlapping one. It HandleUseCircuitCode responsability to always remove entries, even on fails. Remove a client even if m_scene.CloseAgent fails.avinationmerge
parent
42b2248960
commit
908e0e1cef
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@ -308,8 +308,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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// private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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private Dictionary<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new Dictionary<IPEndPoint, Queue<UDPPacketBuffer>>();
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/// <summary>
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/// Event used to signal when queued packets are available for sending.
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/// </summary>
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@ -1416,10 +1416,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// And if there is a UseCircuitCode pending, also drop it
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lock (m_pendingCache)
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{
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if (m_pendingCache.Contains(endPoint))
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// if (m_pendingCache.Contains(endPoint))
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if (m_pendingCache.ContainsKey(endPoint))
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return;
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m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
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// m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
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m_pendingCache.Add(endPoint, new Queue<UDPPacketBuffer>());
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}
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// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
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@ -1765,10 +1767,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uccp.CircuitCode.SessionID,
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endPoint,
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sessionInfo);
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// Now we know we can handle more data
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Thread.Sleep(200);
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// Obtain the pending queue and remove it from the cache
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Queue<UDPPacketBuffer> queue = null;
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@ -1786,13 +1785,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
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// Reinject queued packets
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while (queue.Count > 0)
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if (queue != null)
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{
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UDPPacketBuffer buf = queue.Dequeue();
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PacketReceived(buf);
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}
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while (queue.Count > 0)
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{
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UDPPacketBuffer buf = queue.Dequeue();
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PacketReceived(buf);
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}
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queue = null;
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queue = null;
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}
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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@ -1815,6 +1817,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_log.WarnFormat(
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"[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
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uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
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lock (m_pendingCache)
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m_pendingCache.Remove(endPoint);
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}
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@ -1825,6 +1828,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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catch (Exception e)
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{
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// this may already be done.. or not..
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lock (m_pendingCache)
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m_pendingCache.Remove(endPoint);
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m_log.ErrorFormat(
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"[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
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endPoint != null ? endPoint.ToString() : "n/a",
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@ -2058,11 +2065,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name);
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if (!client.SceneAgent.IsChildAgent)
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if (client.SceneAgent != null && !client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout.");
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}
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m_scene.CloseAgent(client.AgentId, true);
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if (!m_scene.CloseAgent(client.AgentId, true))
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client.Close(true,true);
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}
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private void IncomingPacketHandler()
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Reference in New Issue