* Fix for mantis 0000040 After client logout remote host closed connection on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental * The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might. * Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.afrisby
parent
348e5b7648
commit
afe63faa2e
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@ -46,6 +46,7 @@ namespace OpenSim.Framework
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void AddNewClient(IClientAPI client, bool child);
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void RemoveClient(LLUUID agentID);
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void CloseAllAgents(uint circuitcode);
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void Restart(int seconds);
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bool OtherRegionUp(RegionInfo thisRegion);
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@ -209,8 +209,8 @@ namespace OpenSim.Region.ClientStack
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m_scene.RemoveClient(AgentId);
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// Send the STOP packet
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//libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
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//OutPacket(disable, ThrottleOutPacketType.Task);
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DisableSimulatorPacket disable = new DisableSimulatorPacket();
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OutPacket(disable, ThrottleOutPacketType.Task);
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// FLUSH Packets
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m_packetQueue.Close();
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@ -225,6 +225,10 @@ namespace OpenSim.Region.ClientStack
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// This is just to give the client a reasonable chance of
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// flushing out all it's packets. There should probably
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// be a better mechanism here
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// We can't reach into other scenes and close the connection
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// We need to do this over grid communications
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m_scene.CloseAllAgents(CircuitCode);
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m_clientThread.Abort();
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}
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@ -123,13 +123,16 @@ namespace OpenSim.Region.ClientStack
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/// <param name="circuitcode"></param>
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public virtual void CloseCircuit(uint circuitcode)
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{
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OpenSim.Framework.Console.MainLog.Instance.Debug("PACKETSERVER", "Removing Circuit Code");
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m_networkHandler.RemoveClientCircuit(circuitcode);
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m_scene.ClientManager.CloseAllAgents(circuitcode);
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OpenSim.Framework.Console.MainLog.Instance.Debug("PACKETSERVER", "Removed Circuit Code");
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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}
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public virtual void CloseClient(IClientAPI client)
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{
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CloseCircuit(client.CircuitCode);
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client.Close();
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}
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}
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}
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@ -119,16 +119,48 @@ namespace OpenSim.Region.ClientStack
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{
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case SocketError.AlreadyInProgress:
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case SocketError.NetworkReset:
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case SocketError.ConnectionReset:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (System.Exception a)
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{
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MainLog.Instance.Verbose("UDPSERVER", a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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{
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}
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break;
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default:
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Console.WriteLine("Remote host Closed connection");
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CloseEndPoint(epSender);
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// Here's some reference code! :D
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// Shutdown and restart the UDP listener! hehe
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// Shiny
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//Server.Shutdown(SocketShutdown.Both);
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//CloseEndPoint(epSender);
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//ServerListener();
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break;
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}
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return;
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}
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catch (System.ObjectDisposedException)
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catch (System.ObjectDisposedException e)
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{
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MainLog.Instance.Debug("UDPSERVER", e.ToString());
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return;
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}
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@ -138,8 +170,9 @@ namespace OpenSim.Region.ClientStack
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{
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packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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}
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catch(Exception)
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catch(Exception e)
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{
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MainLog.Instance.Debug("UDPSERVER", e.ToString());
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}
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// do we already have a circuit for this endpoint
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@ -147,18 +180,21 @@ namespace OpenSim.Region.ClientStack
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if (clientCircuits.TryGetValue(epSender, out circuit))
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{
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//if so then send packet to the packetserver
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//MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!");
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m_packetServer.InPacket(circuit, packet);
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}
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else if (packet.Type == PacketType.UseCircuitCode)
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{
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// new client
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MainLog.Instance.Debug("UDPSERVER", "Adding New Client");
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AddNewClient(packet);
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}
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else
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{
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// invalid client
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//CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
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//CFK: m_log.Warn("client", "Got a packet from an invalid client - " + epSender.ToString());
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//m_log.Warn("client", "Got a packet from an invalid client - " + epSender.ToString());
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}
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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@ -169,7 +205,9 @@ namespace OpenSim.Region.ClientStack
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uint circuit;
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if (clientCircuits.TryGetValue(sender, out circuit))
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{
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MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosingCircuit");
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m_packetServer.CloseCircuit(circuit);
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MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosedCircuit");
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}
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}
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@ -222,8 +260,13 @@ namespace OpenSim.Region.ClientStack
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EndPoint sendto = null;
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if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
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{
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MainLog.Instance.Debug("UDPSERVER", "RemovingClientCircuit");
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clientCircuits.Remove(sendto);
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MainLog.Instance.Debug("UDPSERVER", "Removed Client Circuit");
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MainLog.Instance.Debug("UDPSERVER", "Removing Reverse ClientCircuit");
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clientCircuits_reverse.Remove(circuitcode);
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MainLog.Instance.Debug("UDPSERVER", "Removed Reverse ClientCircuit");
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}
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}
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}
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@ -1243,7 +1243,12 @@ namespace OpenSim.Region.Environment.Scenes
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// Remove client agent from profile, so new logins will work
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CommsManager.UserService.clearUserAgent(agentID);
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}
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public override void CloseAllAgents(uint circuitcode)
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{
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// Called by ClientView to kill all circuit codes
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ClientManager.CloseAllAgents(circuitcode);
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}
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public void NotifyMyCoarseLocationChange()
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{
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ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
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@ -130,6 +130,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="agentID"></param>
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public abstract void RemoveClient(LLUUID agentID);
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public abstract void CloseAllAgents(uint circuitcode);
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#endregion
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/// <summary>
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