put in a try block to catch the ForEach loop dying.
parent
6b5db310cd
commit
c7f5a94763
|
@ -206,6 +206,8 @@ namespace OpenSim.Region.ClientStack
|
|||
public void Close()
|
||||
{
|
||||
// Pull Client out of Region
|
||||
MainLog.Instance.Verbose("CLIENT", "Close has been called");
|
||||
|
||||
m_scene.RemoveClient(AgentId);
|
||||
|
||||
// Send the STOP packet
|
||||
|
@ -215,6 +217,8 @@ namespace OpenSim.Region.ClientStack
|
|||
// FLUSH Packets
|
||||
PacketQueue.Close();
|
||||
PacketQueue.Flush();
|
||||
|
||||
Thread.Sleep(2000);
|
||||
|
||||
// Shut down timers
|
||||
AckTimer.Stop();
|
||||
|
@ -223,7 +227,6 @@ namespace OpenSim.Region.ClientStack
|
|||
// This is just to give the client a reasonable chance of
|
||||
// flushing out all it's packets. There should probably
|
||||
// be a better mechanism here
|
||||
Thread.Sleep(2000);
|
||||
|
||||
ClientThread.Abort();
|
||||
}
|
||||
|
|
|
@ -1898,9 +1898,13 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
// We don't want to try to send messages if there are no avatar.
|
||||
if (!(m_scenePresences.Equals(null)))
|
||||
{
|
||||
foreach (ScenePresence presence in m_scenePresences.Values)
|
||||
{
|
||||
action(presence);
|
||||
try {
|
||||
foreach (ScenePresence presence in m_scenePresences.Values)
|
||||
{
|
||||
action(presence);
|
||||
}
|
||||
} catch (Exception e) {
|
||||
MainLog.Instance.Verbose("BUG", e.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue