diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index aa27a2a0be..afec3563a9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2629,7 +2629,8 @@ namespace OpenSim.Region.Framework.Scenes
if (sp == null)
{
m_log.DebugFormat(
- "[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);
+ "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
+ client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
m_clientManager.Add(client);
SubscribeToClientEvents(client);
@@ -3880,8 +3881,7 @@ namespace OpenSim.Region.Framework.Scenes
// XPTO: if this agent is not allowed here as root, always return false
- // We have to wait until the viewer contacts this region after receiving EAC.
- // That calls AddNewClient, which finally creates the ScenePresence
+ // TODO: This check should probably be in QueryAccess().
ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
if (nearestParcel == null)
{
@@ -3892,14 +3892,8 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
- int num = m_sceneGraph.GetNumberOfScenePresences();
-
- if (num >= RegionInfo.RegionSettings.AgentLimit)
- {
- if (!Permissions.IsAdministrator(cAgentData.AgentID))
- return false;
- }
-
+ // We have to wait until the viewer contacts this region after receiving EAC.
+ // That calls AddNewClient, which finally creates the ScenePresence
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)
@@ -3943,14 +3937,28 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
+ ///
+ /// Poll until the requested ScenePresence appears or we timeout.
+ ///
+ /// The scene presence is found, else null.
+ ///
protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
{
int ntimes = 10;
- ScenePresence childAgentUpdate = null;
- while ((childAgentUpdate = GetScenePresence(agentID)) == null && (ntimes-- > 0))
+ ScenePresence sp = null;
+ while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
Thread.Sleep(1000);
- return childAgentUpdate;
+ if (sp == null)
+ m_log.WarnFormat(
+ "[SCENE PRESENCE]: Did not find presence with id {0} in {1} before timeout",
+ agentID, RegionInfo.RegionName);
+// else
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: Found presence {0} {1} {2} in {3} after {4} waits",
+// sp.Name, sp.UUID, sp.IsChildAgent ? "child" : "root", RegionInfo.RegionName, 10 - ntimes);
+
+ return sp;
}
public virtual bool IncomingRetrieveRootAgent(UUID id, out IAgentData agent)
@@ -5157,13 +5165,22 @@ namespace OpenSim.Region.Framework.Scenes
// child agent creation, thereby emulating the SL behavior.
public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
{
- int num = m_sceneGraph.GetNumberOfScenePresences();
+ // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
+ // However, the long term fix is to make sure root agent count is always accurate.
+ m_sceneGraph.RecalculateStats();
+
+ int num = m_sceneGraph.GetRootAgentCount();
if (num >= RegionInfo.RegionSettings.AgentLimit)
{
if (!Permissions.IsAdministrator(agentID))
{
reason = "The region is full";
+
+ m_log.DebugFormat(
+ "[SCENE]: Denying presence with id {0} entry into {1} since region is at agent limit of {2}",
+ agentID, RegionInfo.RegionName, RegionInfo.RegionSettings.AgentLimit);
+
return false;
}
}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9819bca412..2cc9106497 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -797,11 +797,6 @@ namespace OpenSim.Region.Framework.Scenes
return m_scenePresenceArray;
}
- public int GetNumberOfScenePresences()
- {
- return m_scenePresenceArray.Count;
- }
-
///
/// Request a scene presence by UUID. Fast, indexed lookup.
///
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index d4bbbe6253..9b157501dd 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1224,6 +1224,12 @@ namespace OpenSim.Region.Framework.Scenes
Scene.SimulationService.ReleaseAgent(m_originRegionID, UUID, m_callbackURI);
m_callbackURI = null;
}
+// else
+// {
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: No callback provided on CompleteMovement of {0} {1} to {2}",
+// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
+// }
ValidateAndSendAppearanceAndAgentData();
@@ -2569,7 +2575,7 @@ namespace OpenSim.Region.Framework.Scenes
// If we are using the the cached appearance then send it out to everyone
if (cachedappearance)
{
- m_log.DebugFormat("[SCENEPRESENCE]: baked textures are in the cache for {0}", Name);
+ m_log.DebugFormat("[SCENE PRESENCE]: baked textures are in the cache for {0}", Name);
// If the avatars baked textures are all in the cache, then we have a
// complete appearance... send it out, if not, then we'll send it when
@@ -3031,7 +3037,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ChildAgentDataUpdate(AgentData cAgentData)
{
- //m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
+// m_log.Debug(" >>> ChildAgentDataUpdate <<< " + Scene.RegionInfo.RegionName);
if (!IsChildAgent)
return;
@@ -3171,6 +3177,9 @@ namespace OpenSim.Region.Framework.Scenes
m_originRegionID = cAgent.RegionID;
m_callbackURI = cAgent.CallbackURI;
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: Set callback for {0} in {1} to {2} in CopyFrom()",
+// Name, m_scene.RegionInfo.RegionName, m_callbackURI);
m_pos = cAgent.Position;
m_velocity = cAgent.Velocity;