Add some extra debug on scene close
parent
3b51cae958
commit
aa97014ee4
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@ -1255,9 +1255,11 @@ namespace OpenSim.Region.Framework.Scenes
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// Stop all client threads.
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ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
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m_log.Debug("[SCENE]: Persisting changed objects");
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m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
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EventManager.TriggerSceneShuttingDown(this);
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m_log.Debug("[SCENE]: Persisting changed objects");
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EntityBase[] entities = GetEntities();
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foreach (EntityBase entity in entities)
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{
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@ -1267,10 +1269,12 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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m_log.Debug("[SCENE]: Graph close");
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m_sceneGraph.Close();
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if (PhysicsScene != null)
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{
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m_log.Debug("[SCENE]: Dispose Physics");
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PhysicsScene phys = PhysicsScene;
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// remove the physics engine from both Scene and SceneGraph
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PhysicsScene = null;
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@ -1282,6 +1286,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
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// call the base class Close method.
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m_log.Debug("[SCENE]: Base close");
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base.Close();
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}
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@ -1317,6 +1322,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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// m_lastUpdate = Util.EnvironmentTickCount();
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m_sceneGraph.PreparePhysicsSimulation();
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m_heartbeatThread
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= Watchdog.StartThread(
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Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
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