refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()0.7.6-extended
parent
753cc93af5
commit
e6c0267def
|
@ -86,7 +86,7 @@ namespace OpenSim.Framework
|
|||
event restart OnRestart;
|
||||
|
||||
/// <summary>
|
||||
/// Add a new client and create a presence for it. All clients except initial login clients will starts off as a child agent
|
||||
/// Add a new agent. All agents except initial login clients will starts off as a child agent
|
||||
/// - the later agent crossing will promote it to a root agent.
|
||||
/// </summary>
|
||||
/// <param name="client"></param>
|
||||
|
@ -96,14 +96,16 @@ namespace OpenSim.Framework
|
|||
ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// Tell a single agent to disconnect from the region.
|
||||
/// </summary>
|
||||
/// <param name="agentID"></param>
|
||||
/// <param name="closeChildAgents">Close the neighbour child agents associated with this client.</param>
|
||||
void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
/// <param name="force">
|
||||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
void Restart();
|
||||
//RegionInfo OtherRegionUp(RegionInfo thisRegion);
|
||||
|
||||
string GetSimulatorVersion();
|
||||
|
||||
|
|
|
@ -452,7 +452,7 @@ namespace OpenSim
|
|||
else
|
||||
presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n");
|
||||
|
||||
presence.Scene.IncomingCloseAgent(presence.UUID, force);
|
||||
presence.Scene.CloseAgent(presence.UUID, force);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
|
|||
UUID spId = TestHelpers.ParseTail(0x1);
|
||||
|
||||
SceneHelpers.AddScenePresence(m_scene, spId);
|
||||
m_scene.IncomingCloseAgent(spId, false);
|
||||
m_scene.CloseAgent(spId, false);
|
||||
|
||||
// TODO: Add more assertions for the other aspects of event queues
|
||||
Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));
|
||||
|
|
|
@ -1893,7 +1893,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
client.Kick("Simulator logged you out due to connection timeout.");
|
||||
}
|
||||
|
||||
m_scene.IncomingCloseAgent(client.AgentId, true);
|
||||
m_scene.CloseAgent(client.AgentId, true);
|
||||
}
|
||||
|
||||
private void IncomingPacketHandler()
|
||||
|
@ -2234,7 +2234,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (!client.IsLoggingOut)
|
||||
{
|
||||
client.IsLoggingOut = true;
|
||||
m_scene.IncomingCloseAgent(client.AgentId, false);
|
||||
m_scene.CloseAgent(client.AgentId, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -59,10 +59,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
|||
// FIXME
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void RemoveClient(UUID agentID, bool someReason) {}
|
||||
// public override void CloseAllAgents(uint circuitcode) {}
|
||||
|
||||
public override bool CloseAgent(UUID agentID, bool force) { return true; }
|
||||
public override bool CheckClient(UUID clientId, IPEndPoint endPoint) { return true; }
|
||||
|
||||
public override void OtherRegionUp(GridRegion otherRegion) { }
|
||||
|
||||
public override bool TryGetScenePresence(UUID uuid, out ScenePresence sp) { sp = null; return false; }
|
||||
|
|
|
@ -719,7 +719,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
|
|||
SceneObjectGroup rezzedAtt = presence.GetAttachments()[0];
|
||||
|
||||
m_numberOfAttachEventsFired = 0;
|
||||
scene.IncomingCloseAgent(presence.UUID, false);
|
||||
scene.CloseAgent(presence.UUID, false);
|
||||
|
||||
// Check that we can't retrieve this attachment from the scene.
|
||||
Assert.That(scene.GetSceneObjectGroup(rezzedAtt.UUID), Is.Null);
|
||||
|
|
|
@ -272,7 +272,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
|
|||
if (sp.IsChildAgent)
|
||||
return;
|
||||
sp.ControllingClient.Kick(reason);
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, true);
|
||||
sp.Scene.CloseAgent(sp.UUID, true);
|
||||
}
|
||||
|
||||
private void OnIncomingInstantMessage(GridInstantMessage msg)
|
||||
|
|
|
@ -972,7 +972,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseAgent(sp))
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
|
||||
|
@ -983,7 +983,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// an agent cannot teleport back to this region if it has teleported away.
|
||||
Thread.Sleep(2000);
|
||||
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1137,7 +1137,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
|
||||
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
|
||||
{
|
||||
if (!sp.Scene.IncomingPreCloseAgent(sp))
|
||||
if (!sp.Scene.IncomingPreCloseClient(sp))
|
||||
return;
|
||||
|
||||
// RED ALERT!!!!
|
||||
|
@ -1154,7 +1154,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
m_log.DebugFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
|
||||
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -311,7 +311,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
|
|||
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
|
||||
// s.RegionInfo.RegionName, destination.RegionHandle);
|
||||
|
||||
m_scenes[destination.RegionID].IncomingCloseAgent(id, false, auth_token);
|
||||
m_scenes[destination.RegionID].CloseAgent(id, false, auth_token);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -562,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(user, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -797,7 +797,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(prey, s.ControllingClient))
|
||||
{
|
||||
s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(s.UUID, false);
|
||||
Scene.CloseAgent(s.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -820,7 +820,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
|
|||
if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
|
||||
{
|
||||
p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
|
||||
Scene.IncomingCloseAgent(p.UUID, false);
|
||||
Scene.CloseAgent(p.UUID, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1313,7 +1313,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
Thread.Sleep(500);
|
||||
|
||||
// Stop all client threads.
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); });
|
||||
ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
|
||||
|
||||
m_log.Debug("[SCENE]: Persisting changed objects");
|
||||
EventManager.TriggerSceneShuttingDown(this);
|
||||
|
@ -2976,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
|
||||
|
||||
IncomingCloseAgent(sp.UUID, false);
|
||||
CloseAgent(sp.UUID, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -3398,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public override void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
public void RemoveClient(UUID agentID, bool closeChildAgents)
|
||||
{
|
||||
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
|
||||
|
||||
|
@ -3783,7 +3783,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
sp.Name, sp.UUID, RegionInfo.RegionName);
|
||||
|
||||
if (sp.ControllingClient != null)
|
||||
IncomingCloseAgent(sp.UUID, true);
|
||||
CloseAgent(sp.UUID, true);
|
||||
|
||||
sp = null;
|
||||
}
|
||||
|
@ -4424,7 +4424,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="force"></param>
|
||||
/// <param name="auth_token"></param>
|
||||
/// <returns></returns>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token)
|
||||
public bool CloseAgent(UUID agentID, bool force, string auth_token)
|
||||
{
|
||||
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
|
||||
|
||||
|
@ -4442,7 +4442,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (acd.SessionID.ToString() == auth_token)
|
||||
{
|
||||
return IncomingCloseAgent(agentID, force);
|
||||
return CloseAgent(agentID, force);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4455,16 +4455,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tell a single agent to prepare to close.
|
||||
/// Tell a single client to prepare to close.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This should only be called if we may close the agent but there will be some delay in so doing. Meant for
|
||||
/// internal use - other callers should almost certainly called IncomingCloseAgent().
|
||||
/// This should only be called if we may close the client but there will be some delay in so doing. Meant for
|
||||
/// internal use - other callers should almost certainly called CloseClient().
|
||||
/// </remarks>
|
||||
/// <param name="sp"></param>
|
||||
/// <returns>true if pre-close state notification was successful. false if the agent
|
||||
/// was not in a state where it could transition to pre-close.</returns>
|
||||
public bool IncomingPreCloseAgent(ScenePresence sp)
|
||||
public bool IncomingPreCloseClient(ScenePresence sp)
|
||||
{
|
||||
lock (m_removeClientLock)
|
||||
{
|
||||
|
@ -4506,7 +4506,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
|
||||
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
|
||||
/// </param>
|
||||
public bool IncomingCloseAgent(UUID agentID, bool force)
|
||||
public override bool CloseAgent(UUID agentID, bool force)
|
||||
{
|
||||
ScenePresence sp;
|
||||
|
||||
|
@ -4517,7 +4517,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sp == null)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}",
|
||||
"[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
|
||||
agentID, Name);
|
||||
|
||||
return false;
|
||||
|
@ -4526,7 +4526,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}",
|
||||
"[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
|
||||
sp.Name, Name, sp.LifecycleState);
|
||||
|
||||
return false;
|
||||
|
|
|
@ -218,19 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
|
||||
|
||||
/// <summary>
|
||||
/// Remove the given client from the scene.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
|
||||
/// to properly operate the state machine and avoid race conditions with other close requests (such as directly
|
||||
/// from viewers).
|
||||
/// </remarks>
|
||||
/// <param name='agentID'>ID of agent to close</param>
|
||||
/// <param name='closeChildAgents'>
|
||||
/// Close the neighbour child agents associated with this client.
|
||||
/// </param>
|
||||
public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
|
||||
public abstract bool CloseAgent(UUID agentID, bool force);
|
||||
|
||||
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
|
||||
{
|
||||
|
|
|
@ -146,7 +146,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
}
|
||||
|
||||
[Test]
|
||||
public void TestCloseAgent()
|
||||
public void TestCloseClient()
|
||||
{
|
||||
TestHelpers.InMethod();
|
||||
// TestHelpers.EnableLogging();
|
||||
|
@ -154,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
TestScene scene = new SceneHelpers().SetupScene();
|
||||
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
|
||||
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
|
||||
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
|
||||
|
|
|
@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
|
|||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
|
||||
scene.IncomingCloseAgent(sp.UUID, false);
|
||||
scene.CloseAgent(sp.UUID, false);
|
||||
Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
|
||||
|
||||
// TODO: Need to add tests for other ICapabiltiesModule methods.
|
||||
|
|
|
@ -384,7 +384,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
|||
agentID, av.Name);
|
||||
*/
|
||||
|
||||
scene.IncomingCloseAgent(agentID, false);
|
||||
scene.CloseAgent(agentID, false);
|
||||
|
||||
m_avatars.Remove(agentID);
|
||||
|
||||
|
|
|
@ -2964,7 +2964,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
sp.ControllingClient.Kick(alert);
|
||||
|
||||
// ...and close on our side
|
||||
sp.Scene.IncomingCloseAgent(sp.UUID, false);
|
||||
sp.Scene.CloseAgent(sp.UUID, false);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue