Better test for dropping inventory cache and writing out debug messages.
parent
613e6f07fc
commit
b3b506cba2
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@ -60,20 +60,22 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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// If not, go get them and place them in the cache
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Dictionary<AssetType, InventoryFolderBase> folders = GetSystemFolders(presence.UUID);
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m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent, fetched system folders for {0} {1}: count {2}",
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presence.Firstname, presence.Lastname, folders.Count);
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m_log.DebugFormat("[INVENTORY CACHE]: OnMakeRootAgent in {0}, fetched system folders for {1} {2}: count {3}",
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presence.Scene.RegionInfo.RegionName, presence.Firstname, presence.Lastname, folders.Count);
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if (folders.Count > 0)
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lock (m_InventoryCache)
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m_InventoryCache.Add(presence.UUID, folders);
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}
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void OnClientClosed(UUID clientID, Scene scene)
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{
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if (m_InventoryCache.ContainsKey(clientID)) // if it's still in cache
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{
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ScenePresence sp = null;
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foreach (Scene s in m_Scenes)
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{
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s.TryGetAvatar(clientID, out sp);
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if ((sp != null) && !sp.IsChildAgent)
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if ((sp != null) && !sp.IsChildAgent && (s != scene))
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{
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m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, but user {1} still in sim. Keeping system folders in cache",
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scene.RegionInfo.RegionName, clientID);
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@ -81,13 +83,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory
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}
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}
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m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders",
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scene.RegionInfo.RegionName, clientID);
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// Drop system folders
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lock (m_InventoryCache)
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if (m_InventoryCache.ContainsKey(clientID))
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m_InventoryCache.Remove(clientID);
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{
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m_log.DebugFormat("[INVENTORY CACHE]: OnClientClosed in {0}, user {1} out of sim. Dropping system folders",
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scene.RegionInfo.RegionName, clientID);
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m_InventoryCache.Remove(clientID);
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}
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}
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}
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public abstract Dictionary<AssetType, InventoryFolderBase> GetSystemFolders(UUID userID);
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