Still chasing logout memory leak. Putting in small changes and temporary light verbosity to this end
parent
b63c267f0b
commit
f05f583613
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@ -26,6 +26,7 @@
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*
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*/
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using System;
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using System.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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@ -70,7 +71,9 @@ namespace OpenSim.Framework
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public void Remove(uint id)
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{
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//m_log.Info(String.Format("[CLIENT]: Removing client with code {0}, current count {1}", id, m_clients.Count));
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m_clients.Remove(id);
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m_log.Info(String.Format("[CLIENT]: Removed client with code {0}, new client count {1}", id, m_clients.Count));
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}
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public void Add(uint id, IClientAPI client)
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@ -103,12 +103,22 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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/// <summary>
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/// Get an uploaded asset. If the data is successfully retrieved, the transaction will be removed.
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/// </summary>
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/// <param name="transactionID"></param>
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/// <returns>The asset if the upload has completed, null if it has not.</returns>
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public AssetBase GetTransactionAsset(LLUUID transactionID)
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{
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if (XferUploaders.ContainsKey(transactionID))
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{
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return XferUploaders[transactionID].GetAssetData();
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AssetXferUploader uploader = XferUploaders[transactionID];
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AssetBase asset = uploader.GetAssetData();
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XferUploaders.Remove(transactionID);
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return asset;
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}
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return null;
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}
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@ -237,6 +247,7 @@ namespace OpenSim.Framework.Communications.Cache
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SaveAssetToFile(filename, Asset.Data);
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}
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}
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///Left this in and commented in case there are unforseen issues
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//private void SaveAssetToFile(string filename, byte[] data)
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//{
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@ -311,10 +322,6 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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public void UpdateInventoryItem(LLUUID itemID)
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{
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}
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public AssetBase GetAssetData()
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{
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if (m_finished)
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@ -53,7 +53,7 @@ namespace OpenSim.Region.ClientStack
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{
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~ClientView()
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{
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m_log.Info("[CLIENTVIEW]: Dstructor called");
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System.Console.WriteLine("[CLIENTVIEW]: Destructor called");
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}
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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@ -237,6 +237,10 @@ namespace OpenSim.Region.ClientStack
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private void CloseCleanup()
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{
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m_scene.RemoveClient(AgentId);
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//m_log.Info(String.Format("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false)));
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//m_log.Info(String.Format("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true)));
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// Send the STOP packet
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DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
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OutPacket(disable, ThrottleOutPacketType.Task);
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@ -264,6 +268,11 @@ namespace OpenSim.Region.ClientStack
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m_clientThread.Abort();
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}
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/// <summary>
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/// Close down the client view. This *must* be the last method called, since the last #
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/// statement of CloseCleanup() aborts the thread.
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/// </summary>
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/// <param name="ShutdownCircult"></param>
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public void Close(bool ShutdownCircult)
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{
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// Pull Client out of Region
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@ -273,7 +282,6 @@ namespace OpenSim.Region.ClientStack
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if (ShutdownCircult)
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OnConnectionClosed(this);
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CloseCleanup();
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}
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@ -25,6 +25,8 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Net;
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using System.Net.Sockets;
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using libsecondlife;
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@ -133,13 +135,17 @@ namespace OpenSim.Region.ClientStack
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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}
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/// <summary>
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/// Completely close down the given client.
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/// </summary>
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/// <param name="client"></param>
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public virtual void CloseClient(IClientAPI client)
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{
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//m_log.Info("PacketServer:CloseClient()");
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m_log.Info("PacketServer:CloseClient()");
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CloseCircuit(client.CircuitCode);
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client.Close(false);
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m_scene.ClientManager.Remove(client.CircuitCode);
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client.Close(false);
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}
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}
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}
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@ -1446,6 +1446,9 @@ namespace OpenSim.Region.Environment.Scenes
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// Remove client agent from profile, so new logins will work
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CommsManager.UserService.clearUserAgent(agentID);
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//m_log.Info(String.Format("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)));
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//m_log.Info(String.Format("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)));
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}
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public override void CloseAllAgents(uint circuitcode)
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@ -41,7 +41,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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~ScenePresence()
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{
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m_log.Info("[ScenePresence] Destructor called");
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System.Console.WriteLine("[ScenePresence] Destructor called");
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}
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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