Use GetAgentCircuits() to receive a copy of the AgentCircuitsByUUID dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions
parent
aac3f2d04e
commit
c934901a05
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@ -35,15 +35,22 @@ namespace OpenSim.Framework
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/// </summary>
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public class AgentCircuitManager
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{
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public Dictionary<uint, AgentCircuitData> AgentCircuits = new Dictionary<uint, AgentCircuitData>();
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public Dictionary<UUID, AgentCircuitData> AgentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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/// <summary>
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/// Agent circuits indexed by circuit code.
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/// </summary>
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private Dictionary<uint, AgentCircuitData> m_agentCircuits = new Dictionary<uint, AgentCircuitData>();
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/// <summary>
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/// Agent circuits indexed by agent UUID.
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/// </summary>
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private Dictionary<UUID, AgentCircuitData> m_agentCircuitsByUUID = new Dictionary<UUID, AgentCircuitData>();
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public virtual AuthenticateResponse AuthenticateSession(UUID sessionID, UUID agentID, uint circuitcode)
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{
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AgentCircuitData validcircuit = null;
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if (AgentCircuits.ContainsKey(circuitcode))
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if (m_agentCircuits.ContainsKey(circuitcode))
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{
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validcircuit = AgentCircuits[circuitcode];
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validcircuit = m_agentCircuits[circuitcode];
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}
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AuthenticateResponse user = new AuthenticateResponse();
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if (validcircuit == null)
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@ -82,71 +89,81 @@ namespace OpenSim.Framework
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/// <param name="agentData"></param>
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public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey(circuitCode))
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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AgentCircuits[circuitCode] = agentData;
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AgentCircuitsByUUID[agentData.AgentID] = agentData;
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m_agentCircuits[circuitCode] = agentData;
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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else
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{
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AgentCircuits.Add(circuitCode, agentData);
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AgentCircuitsByUUID[agentData.AgentID] = agentData;
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m_agentCircuits.Add(circuitCode, agentData);
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m_agentCircuitsByUUID[agentData.AgentID] = agentData;
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}
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}
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}
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public virtual void RemoveCircuit(uint circuitCode)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey(circuitCode))
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if (m_agentCircuits.ContainsKey(circuitCode))
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{
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UUID agentID = AgentCircuits[circuitCode].AgentID;
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AgentCircuits.Remove(circuitCode);
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AgentCircuitsByUUID.Remove(agentID);
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UUID agentID = m_agentCircuits[circuitCode].AgentID;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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}
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}
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public virtual void RemoveCircuit(UUID agentID)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuitsByUUID.ContainsKey(agentID))
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if (m_agentCircuitsByUUID.ContainsKey(agentID))
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{
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uint circuitCode = AgentCircuitsByUUID[agentID].circuitcode;
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AgentCircuits.Remove(circuitCode);
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AgentCircuitsByUUID.Remove(agentID);
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uint circuitCode = m_agentCircuitsByUUID[agentID].circuitcode;
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m_agentCircuits.Remove(circuitCode);
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m_agentCircuitsByUUID.Remove(agentID);
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}
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}
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}
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public AgentCircuitData GetAgentCircuitData(uint circuitCode)
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{
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AgentCircuitData agentCircuit = null;
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AgentCircuits.TryGetValue(circuitCode, out agentCircuit);
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m_agentCircuits.TryGetValue(circuitCode, out agentCircuit);
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return agentCircuit;
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}
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public AgentCircuitData GetAgentCircuitData(UUID agentID)
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{
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AgentCircuitData agentCircuit = null;
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AgentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
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m_agentCircuitsByUUID.TryGetValue(agentID, out agentCircuit);
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return agentCircuit;
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}
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/// <summary>
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/// Get all current agent circuits indexed by agent UUID.
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/// </summary>
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/// <returns></returns>
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public Dictionary<UUID, AgentCircuitData> GetAgentCircuits()
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{
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lock (m_agentCircuitsByUUID)
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return new Dictionary<UUID, AgentCircuitData>(m_agentCircuitsByUUID);
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}
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public void UpdateAgentData(AgentCircuitData agentData)
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{
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if (AgentCircuits.ContainsKey((uint) agentData.circuitcode))
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if (m_agentCircuits.ContainsKey((uint) agentData.circuitcode))
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{
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AgentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
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AgentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
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AgentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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m_agentCircuits[(uint) agentData.circuitcode].firstname = agentData.firstname;
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m_agentCircuits[(uint) agentData.circuitcode].lastname = agentData.lastname;
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m_agentCircuits[(uint) agentData.circuitcode].startpos = agentData.startpos;
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// Updated for when we don't know them before calling Scene.NewUserConnection
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AgentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
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AgentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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m_agentCircuits[(uint) agentData.circuitcode].SecureSessionID = agentData.SecureSessionID;
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m_agentCircuits[(uint) agentData.circuitcode].SessionID = agentData.SessionID;
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// m_log.Debug("update user start pos is " + agentData.startpos.X + " , " + agentData.startpos.Y + " , " + agentData.startpos.Z);
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}
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@ -159,16 +176,16 @@ namespace OpenSim.Framework
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/// <param name="newcircuitcode"></param>
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public bool TryChangeCiruitCode(uint circuitcode, uint newcircuitcode)
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{
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lock (AgentCircuits)
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lock (m_agentCircuits)
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{
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if (AgentCircuits.ContainsKey((uint)circuitcode) && !AgentCircuits.ContainsKey((uint)newcircuitcode))
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if (m_agentCircuits.ContainsKey((uint)circuitcode) && !m_agentCircuits.ContainsKey((uint)newcircuitcode))
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{
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AgentCircuitData agentData = AgentCircuits[(uint)circuitcode];
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AgentCircuitData agentData = m_agentCircuits[(uint)circuitcode];
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agentData.circuitcode = newcircuitcode;
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AgentCircuits.Remove((uint)circuitcode);
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AgentCircuits.Add(newcircuitcode, agentData);
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m_agentCircuits.Remove((uint)circuitcode);
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m_agentCircuits.Add(newcircuitcode, agentData);
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return true;
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}
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}
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@ -178,17 +195,17 @@ namespace OpenSim.Framework
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public void UpdateAgentChildStatus(uint circuitcode, bool childstatus)
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{
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if (AgentCircuits.ContainsKey(circuitcode))
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if (m_agentCircuits.ContainsKey(circuitcode))
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{
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AgentCircuits[circuitcode].child = childstatus;
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m_agentCircuits[circuitcode].child = childstatus;
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}
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}
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public bool GetAgentChildStatus(uint circuitcode)
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{
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if (AgentCircuits.ContainsKey(circuitcode))
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if (m_agentCircuits.ContainsKey(circuitcode))
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{
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return AgentCircuits[circuitcode].child;
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return m_agentCircuits[circuitcode].child;
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}
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return false;
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}
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@ -1039,7 +1039,7 @@ namespace OpenSim
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{
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//this.HttpServer.
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acd.AppendFormat("{0}:\n", scene.RegionInfo.RegionName);
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foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.AgentCircuits.Values)
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foreach (AgentCircuitData aCircuit in scene.AuthenticateHandler.GetAgentCircuits().Values)
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acd.AppendFormat("\t{0} {1} ({2})\n", aCircuit.firstname, aCircuit.lastname, (aCircuit.child ? "Child" : "Root"));
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}
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);
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@ -103,15 +103,13 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Not.Null);
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Assert.That(scene.AuthenticateHandler.AgentCircuits.Count, Is.EqualTo(1));
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Assert.That(scene.AuthenticateHandler.AgentCircuitsByUUID.Count, Is.EqualTo(1));
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(1));
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scene.IncomingCloseAgent(sp.UUID);
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Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
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Assert.That(scene.AuthenticateHandler.AgentCircuits.Count, Is.EqualTo(0));
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Assert.That(scene.AuthenticateHandler.AgentCircuitsByUUID.Count, Is.EqualTo(0));
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Assert.That(scene.AuthenticateHandler.GetAgentCircuits().Count, Is.EqualTo(0));
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}
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/// <summary>
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