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authorTeravus Ovares2007-12-18 00:34:42 +0000
committerTeravus Ovares2007-12-18 00:34:42 +0000
commitafe63faa2ee9cbdb8a8e0ee755a4d5ef06fe770b (patch)
tree4db7cf33153bb97ae87d009590947ab487f28173
parentMake region storage Sqlite by default rather than NullStorage (diff)
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* Fix for mantis 0000040 After client logout remote host closed connection on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental * The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might. * Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/IScene.cs1
-rw-r--r--OpenSim/Region/ClientStack/ClientView.cs8
-rw-r--r--OpenSim/Region/ClientStack/PacketServer.cs5
-rw-r--r--OpenSim/Region/ClientStack/UDPServer.cs53
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs5
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneBase.cs2
6 files changed, 66 insertions, 8 deletions
diff --git a/OpenSim/Framework/IScene.cs b/OpenSim/Framework/IScene.cs
index d7071da..4b6e9a5 100644
--- a/OpenSim/Framework/IScene.cs
+++ b/OpenSim/Framework/IScene.cs
@@ -46,6 +46,7 @@ namespace OpenSim.Framework
46 46
47 void AddNewClient(IClientAPI client, bool child); 47 void AddNewClient(IClientAPI client, bool child);
48 void RemoveClient(LLUUID agentID); 48 void RemoveClient(LLUUID agentID);
49 void CloseAllAgents(uint circuitcode);
49 50
50 void Restart(int seconds); 51 void Restart(int seconds);
51 bool OtherRegionUp(RegionInfo thisRegion); 52 bool OtherRegionUp(RegionInfo thisRegion);
diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs
index 5e0ab65..df52745 100644
--- a/OpenSim/Region/ClientStack/ClientView.cs
+++ b/OpenSim/Region/ClientStack/ClientView.cs
@@ -209,8 +209,8 @@ namespace OpenSim.Region.ClientStack
209 m_scene.RemoveClient(AgentId); 209 m_scene.RemoveClient(AgentId);
210 210
211 // Send the STOP packet 211 // Send the STOP packet
212 //libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket(); 212 DisableSimulatorPacket disable = new DisableSimulatorPacket();
213 //OutPacket(disable, ThrottleOutPacketType.Task); 213 OutPacket(disable, ThrottleOutPacketType.Task);
214 214
215 // FLUSH Packets 215 // FLUSH Packets
216 m_packetQueue.Close(); 216 m_packetQueue.Close();
@@ -225,6 +225,10 @@ namespace OpenSim.Region.ClientStack
225 // This is just to give the client a reasonable chance of 225 // This is just to give the client a reasonable chance of
226 // flushing out all it's packets. There should probably 226 // flushing out all it's packets. There should probably
227 // be a better mechanism here 227 // be a better mechanism here
228
229 // We can't reach into other scenes and close the connection
230 // We need to do this over grid communications
231 m_scene.CloseAllAgents(CircuitCode);
228 232
229 m_clientThread.Abort(); 233 m_clientThread.Abort();
230 } 234 }
diff --git a/OpenSim/Region/ClientStack/PacketServer.cs b/OpenSim/Region/ClientStack/PacketServer.cs
index 39c3d32..308728e 100644
--- a/OpenSim/Region/ClientStack/PacketServer.cs
+++ b/OpenSim/Region/ClientStack/PacketServer.cs
@@ -123,13 +123,16 @@ namespace OpenSim.Region.ClientStack
123 /// <param name="circuitcode"></param> 123 /// <param name="circuitcode"></param>
124 public virtual void CloseCircuit(uint circuitcode) 124 public virtual void CloseCircuit(uint circuitcode)
125 { 125 {
126 OpenSim.Framework.Console.MainLog.Instance.Debug("PACKETSERVER", "Removing Circuit Code");
126 m_networkHandler.RemoveClientCircuit(circuitcode); 127 m_networkHandler.RemoveClientCircuit(circuitcode);
127 m_scene.ClientManager.CloseAllAgents(circuitcode); 128 OpenSim.Framework.Console.MainLog.Instance.Debug("PACKETSERVER", "Removed Circuit Code");
129 //m_scene.ClientManager.CloseAllAgents(circuitcode);
128 } 130 }
129 131
130 public virtual void CloseClient(IClientAPI client) 132 public virtual void CloseClient(IClientAPI client)
131 { 133 {
132 CloseCircuit(client.CircuitCode); 134 CloseCircuit(client.CircuitCode);
135 client.Close();
133 } 136 }
134 } 137 }
135} 138}
diff --git a/OpenSim/Region/ClientStack/UDPServer.cs b/OpenSim/Region/ClientStack/UDPServer.cs
index 55ef4a4..2b2269e 100644
--- a/OpenSim/Region/ClientStack/UDPServer.cs
+++ b/OpenSim/Region/ClientStack/UDPServer.cs
@@ -119,16 +119,48 @@ namespace OpenSim.Region.ClientStack
119 { 119 {
120 case SocketError.AlreadyInProgress: 120 case SocketError.AlreadyInProgress:
121 case SocketError.NetworkReset: 121 case SocketError.NetworkReset:
122 case SocketError.ConnectionReset:
123 try
124 {
125 CloseEndPoint(epSender);
126 }
127 catch (System.Exception a)
128 {
129 MainLog.Instance.Verbose("UDPSERVER", a.ToString());
130 }
131 try
132 {
133 Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
134
135 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
136 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
137 // This will happen over and over until we've gone through all packets
138 // sent to and from this particular user.
139 // Stupid I know..
140 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
141
142 }
143 catch (SocketException)
144 {
145
146 }
147 break;
122 default: 148 default:
123 Console.WriteLine("Remote host Closed connection"); 149 // Here's some reference code! :D
124 CloseEndPoint(epSender); 150 // Shutdown and restart the UDP listener! hehe
151 // Shiny
152
153 //Server.Shutdown(SocketShutdown.Both);
154 //CloseEndPoint(epSender);
155 //ServerListener();
125 break; 156 break;
126 } 157 }
127 158
128 return; 159 return;
129 } 160 }
130 catch (System.ObjectDisposedException) 161 catch (System.ObjectDisposedException e)
131 { 162 {
163 MainLog.Instance.Debug("UDPSERVER", e.ToString());
132 return; 164 return;
133 } 165 }
134 166
@@ -138,8 +170,9 @@ namespace OpenSim.Region.ClientStack
138 { 170 {
139 packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer); 171 packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
140 } 172 }
141 catch(Exception) 173 catch(Exception e)
142 { 174 {
175 MainLog.Instance.Debug("UDPSERVER", e.ToString());
143 } 176 }
144 177
145 // do we already have a circuit for this endpoint 178 // do we already have a circuit for this endpoint
@@ -147,18 +180,21 @@ namespace OpenSim.Region.ClientStack
147 if (clientCircuits.TryGetValue(epSender, out circuit)) 180 if (clientCircuits.TryGetValue(epSender, out circuit))
148 { 181 {
149 //if so then send packet to the packetserver 182 //if so then send packet to the packetserver
183 //MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!");
150 m_packetServer.InPacket(circuit, packet); 184 m_packetServer.InPacket(circuit, packet);
151 } 185 }
152 else if (packet.Type == PacketType.UseCircuitCode) 186 else if (packet.Type == PacketType.UseCircuitCode)
153 { 187 {
154 // new client 188 // new client
189 MainLog.Instance.Debug("UDPSERVER", "Adding New Client");
155 AddNewClient(packet); 190 AddNewClient(packet);
156 } 191 }
157 else 192 else
158 { 193 {
194
159 // invalid client 195 // invalid client
160 //CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now 196 //CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
161 //CFK: m_log.Warn("client", "Got a packet from an invalid client - " + epSender.ToString()); 197 //m_log.Warn("client", "Got a packet from an invalid client - " + epSender.ToString());
162 } 198 }
163 199
164 Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); 200 Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
@@ -169,7 +205,9 @@ namespace OpenSim.Region.ClientStack
169 uint circuit; 205 uint circuit;
170 if (clientCircuits.TryGetValue(sender, out circuit)) 206 if (clientCircuits.TryGetValue(sender, out circuit))
171 { 207 {
208 MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosingCircuit");
172 m_packetServer.CloseCircuit(circuit); 209 m_packetServer.CloseCircuit(circuit);
210 MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosedCircuit");
173 } 211 }
174 } 212 }
175 213
@@ -222,8 +260,13 @@ namespace OpenSim.Region.ClientStack
222 EndPoint sendto = null; 260 EndPoint sendto = null;
223 if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto)) 261 if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
224 { 262 {
263 MainLog.Instance.Debug("UDPSERVER", "RemovingClientCircuit");
225 clientCircuits.Remove(sendto); 264 clientCircuits.Remove(sendto);
265 MainLog.Instance.Debug("UDPSERVER", "Removed Client Circuit");
266
267 MainLog.Instance.Debug("UDPSERVER", "Removing Reverse ClientCircuit");
226 clientCircuits_reverse.Remove(circuitcode); 268 clientCircuits_reverse.Remove(circuitcode);
269 MainLog.Instance.Debug("UDPSERVER", "Removed Reverse ClientCircuit");
227 } 270 }
228 } 271 }
229 } 272 }
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 1145b00..bfdf517 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1243,7 +1243,12 @@ namespace OpenSim.Region.Environment.Scenes
1243 // Remove client agent from profile, so new logins will work 1243 // Remove client agent from profile, so new logins will work
1244 CommsManager.UserService.clearUserAgent(agentID); 1244 CommsManager.UserService.clearUserAgent(agentID);
1245 } 1245 }
1246 public override void CloseAllAgents(uint circuitcode)
1247 {
1248 // Called by ClientView to kill all circuit codes
1249 ClientManager.CloseAllAgents(circuitcode);
1246 1250
1251 }
1247 public void NotifyMyCoarseLocationChange() 1252 public void NotifyMyCoarseLocationChange()
1248 { 1253 {
1249 ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); }); 1254 ForEachScenePresence(delegate(ScenePresence presence) { presence.CoarseLocationChange(); });
diff --git a/OpenSim/Region/Environment/Scenes/SceneBase.cs b/OpenSim/Region/Environment/Scenes/SceneBase.cs
index 75118e2..35d88eb 100644
--- a/OpenSim/Region/Environment/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneBase.cs
@@ -130,6 +130,8 @@ namespace OpenSim.Region.Environment.Scenes
130 /// <param name="agentID"></param> 130 /// <param name="agentID"></param>
131 public abstract void RemoveClient(LLUUID agentID); 131 public abstract void RemoveClient(LLUUID agentID);
132 132
133 public abstract void CloseAllAgents(uint circuitcode);
134
133 #endregion 135 #endregion
134 136
135 /// <summary> 137 /// <summary>