Fix for hanging on "Connecting to region".. caused by packets being processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
parent
ae7c30a0f3
commit
91b1d17e5b
|
@ -819,6 +819,10 @@ namespace OpenSim.Client.MXP.ClientStack
|
|||
//throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
//throw new System.NotImplementedException();
|
||||
|
|
|
@ -439,6 +439,10 @@ namespace OpenSim.Client.Sirikata.ClientStack
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
|
|
|
@ -445,6 +445,10 @@ namespace OpenSim.Client.VWoHTTP.ClientStack
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
|
|
|
@ -1112,6 +1112,7 @@ namespace OpenSim.Framework
|
|||
void SetDebugPacketLevel(int newDebug);
|
||||
|
||||
void InPacket(object NewPack);
|
||||
void ProcessPendingPackets();
|
||||
void ProcessInPacket(Packet NewPack);
|
||||
void Close();
|
||||
void Close(bool sendStop);
|
||||
|
|
|
@ -376,6 +376,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
private AgentUpdateArgs lastarg;
|
||||
private bool m_IsActive = true;
|
||||
private bool m_IsLoggingOut = false;
|
||||
private bool m_IsPresenceReady = false;
|
||||
|
||||
protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
|
||||
protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
|
||||
|
@ -399,6 +400,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
private Timer m_propertiesPacketTimer;
|
||||
private List<ObjectPropertiesPacket.ObjectDataBlock> m_propertiesBlocks = new List<ObjectPropertiesPacket.ObjectDataBlock>();
|
||||
private List<Packet> m_pendingPackets;
|
||||
|
||||
#endregion Class Members
|
||||
|
||||
|
@ -439,6 +441,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
get { return m_IsActive; }
|
||||
set { m_IsActive = value; }
|
||||
}
|
||||
|
||||
public bool IsLoggingOut
|
||||
{
|
||||
get { return m_IsLoggingOut; }
|
||||
|
@ -11195,19 +11198,43 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This processes packets which have accumulated while the presence was still in the process of initialising.
|
||||
/// </summary>
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
m_IsPresenceReady = true;
|
||||
foreach (Packet p in m_pendingPackets)
|
||||
{
|
||||
ProcessInPacket(p);
|
||||
}
|
||||
m_pendingPackets.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Entryway from the client to the simulator. All UDP packets from the client will end up here
|
||||
/// </summary>
|
||||
/// <param name="Pack">OpenMetaverse.packet</param>
|
||||
public void ProcessInPacket(Packet Pack)
|
||||
{
|
||||
if (m_debugPacketLevel >= 255)
|
||||
m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
|
||||
if (!m_IsPresenceReady)
|
||||
{
|
||||
if (m_pendingPackets == null)
|
||||
{
|
||||
m_pendingPackets = new List<Packet>();
|
||||
}
|
||||
m_pendingPackets.Add(Pack);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_debugPacketLevel >= 255)
|
||||
m_log.DebugFormat("[CLIENT]: Packet IN {0}", Pack.Type);
|
||||
|
||||
if (!ProcessPacketMethod(Pack))
|
||||
m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
|
||||
if (!ProcessPacketMethod(Pack))
|
||||
m_log.Warn("[CLIENT]: unhandled packet " + Pack.Type);
|
||||
|
||||
PacketPool.Instance.ReturnPacket(Pack);
|
||||
PacketPool.Instance.ReturnPacket(Pack);
|
||||
}
|
||||
}
|
||||
|
||||
private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
|
||||
|
|
|
@ -825,6 +825,10 @@ namespace OpenSim.Region.Examples.SimpleModule
|
|||
{
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
}
|
||||
|
|
|
@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
|
||||
private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
|
||||
private Vector3 m_lastPosition;
|
||||
private Vector3 m_lastPosition;
|
||||
private Vector3 m_lastWorldPosition;
|
||||
private Quaternion m_lastRotation;
|
||||
private Vector3 m_lastVelocity;
|
||||
|
@ -715,8 +715,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Request info about all the (root) agents in this region
|
||||
// Note: This won't send data *to* other clients in that region (children don't send)
|
||||
SendInitialFullUpdateToAllClients();
|
||||
|
||||
RegisterToEvents();
|
||||
if (m_controllingClient != null)
|
||||
{
|
||||
m_controllingClient.ProcessPendingPackets();
|
||||
}
|
||||
SetDirectionVectors();
|
||||
}
|
||||
|
||||
|
@ -858,7 +861,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_grouptitle = gm.GetGroupTitle(m_uuid);
|
||||
|
||||
m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||
|
||||
m_scene.SetRootAgentScene(m_uuid);
|
||||
|
||||
// Moved this from SendInitialData to ensure that m_appearance is initialized
|
||||
|
@ -875,22 +877,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
|
||||
pos.Y = crossedBorder.BorderLine.Z - 1;
|
||||
}
|
||||
|
||||
//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
|
||||
//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
|
||||
//they'll bypass the landing point. But I can't think of any decent way of fixing this.
|
||||
if (KnownChildRegionHandles.Count == 0)
|
||||
{
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
if (land != null)
|
||||
{
|
||||
//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
|
||||
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
|
||||
{
|
||||
pos = land.LandData.UserLocation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
|
||||
//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
|
||||
//they'll bypass the landing point. But I can't think of any decent way of fixing this.
|
||||
if (KnownChildRegionHandles.Count == 0)
|
||||
{
|
||||
ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
|
||||
if (land != null)
|
||||
{
|
||||
//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
|
||||
if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && m_userLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
|
||||
{
|
||||
pos = land.LandData.UserLocation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
|
||||
|
@ -1027,8 +1029,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
bool isFlying = false;
|
||||
|
||||
if (m_physicsActor != null)
|
||||
isFlying = m_physicsActor.Flying;
|
||||
|
||||
isFlying = m_physicsActor.Flying;
|
||||
|
||||
RemoveFromPhysicalScene();
|
||||
Velocity = Vector3.Zero;
|
||||
AbsolutePosition = pos;
|
||||
|
@ -1039,7 +1041,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SetHeight(m_appearance.AvatarHeight);
|
||||
}
|
||||
|
||||
SendTerseUpdateToAllClients();
|
||||
SendTerseUpdateToAllClients();
|
||||
|
||||
}
|
||||
|
||||
|
@ -1173,7 +1175,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
pos.Z = ground + 1.5f;
|
||||
AbsolutePosition = pos;
|
||||
}
|
||||
|
||||
m_isChildAgent = false;
|
||||
bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
|
||||
MakeRootAgent(AbsolutePosition, m_flying);
|
||||
|
@ -1745,14 +1746,14 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// else
|
||||
// { // single or child prim
|
||||
|
||||
// }
|
||||
if (part == null) //CW: Part may be gone. llDie() for example.
|
||||
{
|
||||
partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
partRot = part.GetWorldRotation();
|
||||
// }
|
||||
if (part == null) //CW: Part may be gone. llDie() for example.
|
||||
{
|
||||
partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
partRot = part.GetWorldRotation();
|
||||
}
|
||||
|
||||
Quaternion partIRot = Quaternion.Inverse(partRot);
|
||||
|
@ -1760,22 +1761,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
|
||||
Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
|
||||
|
||||
|
||||
if (m_physicsActor == null)
|
||||
{
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
if (m_physicsActor == null)
|
||||
{
|
||||
AddToPhysicalScene(false);
|
||||
}
|
||||
//CW: If the part isn't null then we can set the current position
|
||||
if (part != null)
|
||||
{
|
||||
Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
|
||||
AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
|
||||
part.IsOccupied = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//CW: Since the part doesn't exist, a coarse standup position isn't an issue
|
||||
AbsolutePosition = m_lastWorldPosition;
|
||||
//CW: If the part isn't null then we can set the current position
|
||||
if (part != null)
|
||||
{
|
||||
Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
|
||||
AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
|
||||
part.IsOccupied = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
//CW: Since the part doesn't exist, a coarse standup position isn't an issue
|
||||
AbsolutePosition = m_lastWorldPosition;
|
||||
}
|
||||
|
||||
m_parentPosition = Vector3.Zero;
|
||||
|
@ -1930,7 +1931,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
|
||||
if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
|
||||
{
|
||||
autopilot = false; // close enough
|
||||
autopilot = false; // close enough
|
||||
m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
|
||||
Not using the part's position because returning the AV to the last known standing
|
||||
position is likely to be more friendly, isn't it? */
|
||||
|
@ -1939,7 +1940,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
} // else the autopilot will get us close
|
||||
}
|
||||
else
|
||||
{ // its a scripted sit
|
||||
{ // its a scripted sit
|
||||
m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
|
||||
I *am* using the part's position this time because we have no real idea how far away
|
||||
the avatar is from the sit target. */
|
||||
|
@ -3744,7 +3745,10 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
|
|||
m_scene = scene;
|
||||
|
||||
RegisterToEvents();
|
||||
|
||||
if (m_controllingClient != null)
|
||||
{
|
||||
m_controllingClient.ProcessPendingPackets();
|
||||
}
|
||||
/*
|
||||
AbsolutePosition = client.StartPos;
|
||||
|
||||
|
|
|
@ -878,6 +878,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
|
|||
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
|
||||
|
|
|
@ -839,6 +839,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
{
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
}
|
||||
|
|
|
@ -882,6 +882,10 @@ namespace OpenSim.Tests.Common.Mock
|
|||
{
|
||||
}
|
||||
|
||||
public void ProcessPendingPackets()
|
||||
{
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet NewPack)
|
||||
{
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue