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authorteravus2012-11-15 10:05:16 -0500
committerteravus2012-11-15 10:05:16 -0500
commite9153e1d1aae50024d8cd05fe14a9bce34343a0e (patch)
treebc111d34f95a26b99c7e34d9e495dc14d1802cc3 /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge master into teravuswork (diff)
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Revert "Merge master into teravuswork", it should have been avination, not master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs685
1 files changed, 245 insertions, 440 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 2543333..649d545 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -80,11 +80,6 @@ namespace OpenSim.Region.Framework.Scenes
80 public SynchronizeSceneHandler SynchronizeScene; 80 public SynchronizeSceneHandler SynchronizeScene;
81 81
82 /// <summary> 82 /// <summary>
83 /// Used to prevent simultaneous calls to RemoveClient() for the same agent from interfering with each other.
84 /// </summary>
85 private object m_removeClientLock = new object();
86
87 /// <summary>
88 /// Statistical information for this scene. 83 /// Statistical information for this scene.
89 /// </summary> 84 /// </summary>
90 public SimStatsReporter StatsReporter { get; private set; } 85 public SimStatsReporter StatsReporter { get; private set; }
@@ -108,31 +103,8 @@ namespace OpenSim.Region.Framework.Scenes
108 /// </summary> 103 /// </summary>
109 public bool CollidablePrims { get; private set; } 104 public bool CollidablePrims { get; private set; }
110 105
111 /// <summary>
112 /// Minimum value of the size of a non-physical prim in each axis
113 /// </summary>
114 public float m_minNonphys = 0.001f;
115
116 /// <summary>
117 /// Maximum value of the size of a non-physical prim in each axis
118 /// </summary>
119 public float m_maxNonphys = 256; 106 public float m_maxNonphys = 256;
120
121 /// <summary>
122 /// Minimum value of the size of a physical prim in each axis
123 /// </summary>
124 public float m_minPhys = 0.01f;
125
126 /// <summary>
127 /// Maximum value of the size of a physical prim in each axis
128 /// </summary>
129 public float m_maxPhys = 10; 107 public float m_maxPhys = 10;
130
131 /// <summary>
132 /// Max prims an object will hold
133 /// </summary>
134 public int m_linksetCapacity = 0;
135
136 public bool m_clampPrimSize; 108 public bool m_clampPrimSize;
137 public bool m_trustBinaries; 109 public bool m_trustBinaries;
138 public bool m_allowScriptCrossings; 110 public bool m_allowScriptCrossings;
@@ -313,31 +285,6 @@ namespace OpenSim.Region.Framework.Scenes
313 } 285 }
314 private volatile bool m_shuttingDown; 286 private volatile bool m_shuttingDown;
315 287
316 /// <summary>
317 /// Is the scene active?
318 /// </summary>
319 /// <remarks>
320 /// If false, maintenance and update loops are not being run. Updates can still be triggered manually if
321 /// the scene is not active.
322 /// </remarks>
323 public bool Active
324 {
325 get { return m_active; }
326 set
327 {
328 if (value)
329 {
330 if (!m_active)
331 Start();
332 }
333 else
334 {
335 m_active = false;
336 }
337 }
338 }
339 private volatile bool m_active;
340
341// private int m_lastUpdate; 288// private int m_lastUpdate;
342 private bool m_firstHeartbeat = true; 289 private bool m_firstHeartbeat = true;
343 290
@@ -799,24 +746,12 @@ namespace OpenSim.Region.Framework.Scenes
799 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); 746 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
800 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 747 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
801 748
802 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 749 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
803 if (RegionInfo.NonphysPrimMin > 0)
804 {
805 m_minNonphys = RegionInfo.NonphysPrimMin;
806 }
807
808 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
809 if (RegionInfo.NonphysPrimMax > 0) 750 if (RegionInfo.NonphysPrimMax > 0)
810 { 751 {
811 m_maxNonphys = RegionInfo.NonphysPrimMax; 752 m_maxNonphys = RegionInfo.NonphysPrimMax;
812 } 753 }
813 754
814 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
815 if (RegionInfo.PhysPrimMin > 0)
816 {
817 m_minPhys = RegionInfo.PhysPrimMin;
818 }
819
820 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 755 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
821 756
822 if (RegionInfo.PhysPrimMax > 0) 757 if (RegionInfo.PhysPrimMax > 0)
@@ -824,12 +759,6 @@ namespace OpenSim.Region.Framework.Scenes
824 m_maxPhys = RegionInfo.PhysPrimMax; 759 m_maxPhys = RegionInfo.PhysPrimMax;
825 } 760 }
826 761
827 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
828 if (RegionInfo.LinksetCapacity > 0)
829 {
830 m_linksetCapacity = RegionInfo.LinksetCapacity;
831 }
832
833 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 762 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
834 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 763 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
835 764
@@ -855,6 +784,13 @@ namespace OpenSim.Region.Framework.Scenes
855 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 784 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
856 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine); 785 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
857 786
787 IConfig packetConfig = m_config.Configs["PacketPool"];
788 if (packetConfig != null)
789 {
790 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
791 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
792 }
793
858 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 794 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
859 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion); 795 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
860 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false); 796 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
@@ -918,8 +854,6 @@ namespace OpenSim.Region.Framework.Scenes
918 } 854 }
919 855
920 // FIXME: Ultimately this should be in a module. 856 // FIXME: Ultimately this should be in a module.
921 SendPeriodicAppearanceUpdates = true;
922
923 IConfig appearanceConfig = m_config.Configs["Appearance"]; 857 IConfig appearanceConfig = m_config.Configs["Appearance"];
924 if (appearanceConfig != null) 858 if (appearanceConfig != null)
925 { 859 {
@@ -1217,14 +1151,6 @@ namespace OpenSim.Region.Framework.Scenes
1217 1151
1218 public void SetSceneCoreDebug(Dictionary<string, string> options) 1152 public void SetSceneCoreDebug(Dictionary<string, string> options)
1219 { 1153 {
1220 if (options.ContainsKey("active"))
1221 {
1222 bool active;
1223
1224 if (bool.TryParse(options["active"], out active))
1225 Active = active;
1226 }
1227
1228 if (options.ContainsKey("scripting")) 1154 if (options.ContainsKey("scripting"))
1229 { 1155 {
1230 bool enableScripts = true; 1156 bool enableScripts = true;
@@ -1300,12 +1226,6 @@ namespace OpenSim.Region.Framework.Scenes
1300 // This is the method that shuts down the scene. 1226 // This is the method that shuts down the scene.
1301 public override void Close() 1227 public override void Close()
1302 { 1228 {
1303 if (m_shuttingDown)
1304 {
1305 m_log.WarnFormat("[SCENE]: Ignoring close request because already closing {0}", Name);
1306 return;
1307 }
1308
1309 m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName); 1229 m_log.InfoFormat("[SCENE]: Closing down the single simulator: {0}", RegionInfo.RegionName);
1310 1230
1311 StatsReporter.Close(); 1231 StatsReporter.Close();
@@ -1352,14 +1272,6 @@ namespace OpenSim.Region.Framework.Scenes
1352 m_log.Debug("[SCENE]: Graph close"); 1272 m_log.Debug("[SCENE]: Graph close");
1353 m_sceneGraph.Close(); 1273 m_sceneGraph.Close();
1354 1274
1355 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1356 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1357
1358 base.Close();
1359
1360 // XEngine currently listens to the EventManager.OnShutdown event to trigger script stop and persistence.
1361 // Therefore. we must dispose of the PhysicsScene after this to prevent a window where script code can
1362 // attempt to reference a null or disposed physics scene.
1363 if (PhysicsScene != null) 1275 if (PhysicsScene != null)
1364 { 1276 {
1365 m_log.Debug("[SCENE]: Dispose Physics"); 1277 m_log.Debug("[SCENE]: Dispose Physics");
@@ -1369,6 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes
1369 phys.Dispose(); 1281 phys.Dispose();
1370 phys = null; 1282 phys = null;
1371 } 1283 }
1284
1285 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
1286 m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", Name);
1287
1288 // call the base class Close method.
1289 m_log.Debug("[SCENE]: Base close");
1290 base.Close();
1372 } 1291 }
1373 1292
1374 /// <summary> 1293 /// <summary>
@@ -1376,8 +1295,6 @@ namespace OpenSim.Region.Framework.Scenes
1376 /// </summary> 1295 /// </summary>
1377 public void Start() 1296 public void Start()
1378 { 1297 {
1379 m_active = true;
1380
1381// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName); 1298// m_log.DebugFormat("[SCENE]: Starting Heartbeat timer for {0}", RegionInfo.RegionName);
1382 1299
1383 //m_heartbeatTimer.Enabled = true; 1300 //m_heartbeatTimer.Enabled = true;
@@ -1437,7 +1354,7 @@ namespace OpenSim.Region.Framework.Scenes
1437 #region Update Methods 1354 #region Update Methods
1438 1355
1439 /// <summary> 1356 /// <summary>
1440 /// Activate the various loops necessary to continually update the scene. 1357 /// Performs per-frame updates regularly
1441 /// </summary> 1358 /// </summary>
1442 private void Heartbeat() 1359 private void Heartbeat()
1443 { 1360 {
@@ -1494,7 +1411,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 List<Vector3> coarseLocations; 1411 List<Vector3> coarseLocations;
1495 List<UUID> avatarUUIDs; 1412 List<UUID> avatarUUIDs;
1496 1413
1497 while (!m_shuttingDown && ((endRun == null && Active) || MaintenanceRun < endRun)) 1414 while (!m_shuttingDown && (endRun == null || MaintenanceRun < endRun))
1498 { 1415 {
1499 runtc = Util.EnvironmentTickCount(); 1416 runtc = Util.EnvironmentTickCount();
1500 ++MaintenanceRun; 1417 ++MaintenanceRun;
@@ -1556,7 +1473,7 @@ namespace OpenSim.Region.Framework.Scenes
1556 int sleepMS; 1473 int sleepMS;
1557 int framestart; 1474 int framestart;
1558 1475
1559 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1476 while (!m_shuttingDown && (endFrame == null || Frame < endFrame))
1560 { 1477 {
1561 framestart = Util.EnvironmentTickCount(); 1478 framestart = Util.EnvironmentTickCount();
1562 ++Frame; 1479 ++Frame;
@@ -1755,19 +1672,15 @@ namespace OpenSim.Region.Framework.Scenes
1755 1672
1756 private void CheckAtTargets() 1673 private void CheckAtTargets()
1757 { 1674 {
1758 List<SceneObjectGroup> objs = null; 1675 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1759
1760 lock (m_groupsWithTargets) 1676 lock (m_groupsWithTargets)
1761 { 1677 {
1762 if (m_groupsWithTargets.Count != 0) 1678 foreach (SceneObjectGroup grp in m_groupsWithTargets.Values)
1763 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1679 objs.Add(grp);
1764 } 1680 }
1765 1681
1766 if (objs != null) 1682 foreach (SceneObjectGroup entry in objs)
1767 { 1683 entry.checkAtTargets();
1768 foreach (SceneObjectGroup entry in objs)
1769 entry.checkAtTargets();
1770 }
1771 } 1684 }
1772 1685
1773 /// <summary> 1686 /// <summary>
@@ -2280,14 +2193,10 @@ namespace OpenSim.Region.Framework.Scenes
2280 public bool AddRestoredSceneObject( 2193 public bool AddRestoredSceneObject(
2281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2194 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2282 { 2195 {
2283 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2196 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2284 { 2197 if (result)
2285 sceneObject.IsDeleted = false; 2198 sceneObject.IsDeleted = false;
2286 EventManager.TriggerObjectAddedToScene(sceneObject); 2199 return result;
2287 return true;
2288 }
2289
2290 return false;
2291 } 2200 }
2292 2201
2293 /// <summary> 2202 /// <summary>
@@ -2928,89 +2837,77 @@ namespace OpenSim.Region.Framework.Scenes
2928 2837
2929 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) 2838 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
2930 { 2839 {
2931 ScenePresence sp;
2932 bool vialogin;
2933
2934 // Validation occurs in LLUDPServer 2840 // Validation occurs in LLUDPServer
2935 //
2936 // XXX: A race condition exists here where two simultaneous calls to AddNewClient can interfere with
2937 // each other. In practice, this does not currently occur in the code.
2938 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); 2841 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
2939 2842
2940 // We lock here on AgentCircuitData to prevent a race condition between the thread adding a new connection 2843 bool vialogin
2941 // and a simultaneous one that removes it (as can happen if the client is closed at a particular point 2844 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2942 // whilst connecting). 2845 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2943 //
2944 // It would be easier to lock across all NewUserConnection(), AddNewClient() and
2945 // RemoveClient() calls for all agents, but this would allow a slow call (e.g. because of slow service
2946 // response in some module listening to AddNewClient()) from holding up unrelated agent calls.
2947 //
2948 // In practice, the lock (this) in LLUDPServer.AddNewClient() currently lock across all
2949 // AddNewClient() operations (though not other ops).
2950 // In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
2951 lock (aCircuit)
2952 {
2953 vialogin
2954 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2955 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2956
2957 CheckHeartbeat();
2958
2959 sp = GetScenePresence(client.AgentId);
2960 2846
2961 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this 2847 CheckHeartbeat();
2962 // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause 2848
2963 // other problems, and possible the code calling AddNewClient() should ensure that no client is already 2849 ScenePresence sp = GetScenePresence(client.AgentId);
2964 // connected. 2850
2965 if (sp == null) 2851 // XXX: Not sure how good it is to add a new client if a scene presence already exists. Possibly this
2966 { 2852 // could occur if a viewer crashes and relogs before the old client is kicked out. But this could cause
2967 m_log.DebugFormat( 2853 // other problems, and possible the code calling AddNewClient() should ensure that no client is already
2968 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}", 2854 // connected.
2969 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos); 2855 if (sp == null)
2970 2856 {
2971 m_clientManager.Add(client); 2857 m_log.DebugFormat(
2972 SubscribeToClientEvents(client); 2858 "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}",
2973 2859 client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos);
2974 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2860
2975 m_eventManager.TriggerOnNewPresence(sp); 2861 m_clientManager.Add(client);
2976 2862 SubscribeToClientEvents(client);
2977 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2863
2978 2864 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2979 // The first agent upon login is a root agent by design. 2865 m_eventManager.TriggerOnNewPresence(sp);
2980 // For this agent we will have to rez the attachments. 2866
2981 // All other AddNewClient calls find aCircuit.child to be true. 2867 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
2982 if (aCircuit.child == false) 2868
2983 { 2869 // The first agent upon login is a root agent by design.
2984 // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to 2870 // For this agent we will have to rez the attachments.
2985 // start the scripts again (since this is done in RezAttachments()). 2871 // All other AddNewClient calls find aCircuit.child to be true.
2986 // XXX: This is convoluted. 2872 if (aCircuit.child == false)
2987 sp.IsChildAgent = false;
2988
2989 if (AttachmentsModule != null)
2990 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
2991 }
2992 }
2993 else
2994 { 2873 {
2995 m_log.WarnFormat( 2874 // We have to set SP to be a root agent here so that SP.MakeRootAgent() will later not try to
2996 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", 2875 // start the scripts again (since this is done in RezAttachments()).
2997 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName); 2876 // XXX: This is convoluted.
2998 } 2877 sp.IsChildAgent = false;
2999
3000 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
3001 // client is for a root or child agent.
3002 client.SceneAgent = sp;
3003 2878
3004 // Cache the user's name 2879 if (AttachmentsModule != null)
3005 CacheUserName(sp, aCircuit); 2880 Util.FireAndForget(delegate(object o) { AttachmentsModule.RezAttachments(sp); });
3006 2881 }
3007 EventManager.TriggerOnNewClient(client); 2882 }
3008 if (vialogin) 2883 else
3009 EventManager.TriggerOnClientLogin(client); 2884 {
2885 m_log.WarnFormat(
2886 "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence",
2887 sp.IsChildAgent ? "child" : "root", sp.Name, RegionInfo.RegionName);
3010 } 2888 }
3011 2889
2890 // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the
2891 // client is for a root or child agent.
2892 client.SceneAgent = sp;
2893
3012 m_LastLogin = Util.EnvironmentTickCount(); 2894 m_LastLogin = Util.EnvironmentTickCount();
3013 2895
2896 // Cache the user's name
2897 CacheUserName(sp, aCircuit);
2898
2899 EventManager.TriggerOnNewClient(client);
2900 if (vialogin)
2901 {
2902 EventManager.TriggerOnClientLogin(client);
2903 // Send initial parcel data
2904/* this is done on TriggerOnNewClient by landmanegement respective event handler
2905 Vector3 pos = sp.AbsolutePosition;
2906 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2907 land.SendLandUpdateToClient(client);
2908*/
2909 }
2910
3014 return sp; 2911 return sp;
3015 } 2912 }
3016 2913
@@ -3550,132 +3447,110 @@ namespace OpenSim.Region.Framework.Scenes
3550 { 3447 {
3551// CheckHeartbeat(); 3448// CheckHeartbeat();
3552 bool isChildAgent = false; 3449 bool isChildAgent = false;
3553 AgentCircuitData acd; 3450 ScenePresence avatar = GetScenePresence(agentID);
3554 3451
3555 lock (m_removeClientLock) 3452 if (avatar == null)
3556 { 3453 {
3557 acd = m_authenticateHandler.GetAgentCircuitData(agentID); 3454 m_log.WarnFormat(
3455 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3558 3456
3559 if (acd == null) 3457 return;
3560 {
3561 m_log.ErrorFormat("[SCENE]: No agent circuit found for {0}, aborting Scene.RemoveClient", agentID);
3562 return;
3563 }
3564 else
3565 {
3566 // We remove the acd up here to avoid later race conditions if two RemoveClient() calls occurred
3567 // simultaneously.
3568 // We also need to remove by agent ID since NPCs will have no circuit code.
3569 m_authenticateHandler.RemoveCircuit(agentID);
3570 }
3571 } 3458 }
3572 3459
3573 lock (acd) 3460 try
3574 { 3461 {
3575 ScenePresence avatar = GetScenePresence(agentID); 3462 isChildAgent = avatar.IsChildAgent;
3576
3577 if (avatar == null)
3578 {
3579 m_log.WarnFormat(
3580 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in the scene.", agentID);
3581
3582 return;
3583 }
3584
3585 try
3586 {
3587 isChildAgent = avatar.IsChildAgent;
3588 3463
3589 m_log.DebugFormat( 3464 m_log.DebugFormat(
3590 "[SCENE]: Removing {0} agent {1} {2} from {3}", 3465 "[SCENE]: Removing {0} agent {1} {2} from {3}",
3591 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName); 3466 (isChildAgent ? "child" : "root"), avatar.Name, agentID, RegionInfo.RegionName);
3592 3467
3593 // Don't do this to root agents, it's not nice for the viewer 3468 // Don't do this to root agents, it's not nice for the viewer
3594 if (closeChildAgents && isChildAgent) 3469 if (closeChildAgents && isChildAgent)
3470 {
3471 // Tell a single agent to disconnect from the region.
3472 IEventQueue eq = RequestModuleInterface<IEventQueue>();
3473 if (eq != null)
3595 { 3474 {
3596 // Tell a single agent to disconnect from the region. 3475 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3597 IEventQueue eq = RequestModuleInterface<IEventQueue>();
3598 if (eq != null)
3599 {
3600 eq.DisableSimulator(RegionInfo.RegionHandle, avatar.UUID);
3601 }
3602 else
3603 {
3604 avatar.ControllingClient.SendShutdownConnectionNotice();
3605 }
3606 } 3476 }
3607 3477 else
3608 // Only applies to root agents.
3609 if (avatar.ParentID != 0)
3610 { 3478 {
3611 avatar.StandUp(); 3479 avatar.ControllingClient.SendShutdownConnectionNotice();
3612 } 3480 }
3613 3481 }
3614 m_sceneGraph.removeUserCount(!isChildAgent); 3482
3615 3483 // Only applies to root agents.
3616 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3484 if (avatar.ParentID != 0)
3617 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3485 {
3618 if (closeChildAgents && CapsModule != null) 3486 avatar.StandUp();
3619 CapsModule.RemoveCaps(agentID); 3487 }
3620 3488
3621// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3489 m_sceneGraph.removeUserCount(!isChildAgent);
3622// // this method is doing is HORRIBLE!!! 3490
3623 // Commented pending deletion since this method no longer appears to do anything at all 3491 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3624// avatar.Scene.NeedSceneCacheClear(avatar.UUID); 3492 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3625 3493 if (closeChildAgents && CapsModule != null)
3626 if (closeChildAgents && !isChildAgent) 3494 CapsModule.RemoveCaps(agentID);
3495
3496 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3497 // this method is doing is HORRIBLE!!!
3498 avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3499
3500 if (closeChildAgents && !isChildAgent)
3501 {
3502 List<ulong> regions = avatar.KnownRegionHandles;
3503 regions.Remove(RegionInfo.RegionHandle);
3504 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3505 }
3506
3507 m_eventManager.TriggerClientClosed(agentID, this);
3508 m_eventManager.TriggerOnRemovePresence(agentID);
3509
3510 if (!isChildAgent)
3511 {
3512 if (AttachmentsModule != null)
3627 { 3513 {
3628 List<ulong> regions = avatar.KnownRegionHandles; 3514 AttachmentsModule.DeRezAttachments(avatar);
3629 regions.Remove(RegionInfo.RegionHandle);
3630 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3631 } 3515 }
3632 3516
3633 m_eventManager.TriggerClientClosed(agentID, this); 3517 ForEachClient(
3634 m_eventManager.TriggerOnRemovePresence(agentID); 3518 delegate(IClientAPI client)
3635
3636 if (!isChildAgent)
3637 {
3638 if (AttachmentsModule != null)
3639 { 3519 {
3640 AttachmentsModule.DeRezAttachments(avatar); 3520 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3641 } 3521 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
3522 catch (NullReferenceException) { }
3523 });
3524 }
3642 3525
3643 ForEachClient( 3526 // It's possible for child agents to have transactions if changes are being made cross-border.
3644 delegate(IClientAPI client) 3527 if (AgentTransactionsModule != null)
3645 { 3528 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3646 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3529
3647 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); } 3530 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3648 catch (NullReferenceException) { } 3531 m_log.Debug("[Scene] The avatar has left the building");
3649 }); 3532 }
3650 } 3533 catch (Exception e)
3534 {
3535 m_log.Error(
3536 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
3537 }
3538 finally
3539 {
3540 try
3541 {
3542 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3543 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3544 // the same cleanup exception continually.
3545 m_sceneGraph.RemoveScenePresence(agentID);
3546 m_clientManager.Remove(agentID);
3651 3547
3652 // It's possible for child agents to have transactions if changes are being made cross-border. 3548 avatar.Close();
3653 if (AgentTransactionsModule != null)
3654 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3655 m_log.Debug("[Scene] The avatar has left the building");
3656 } 3549 }
3657 catch (Exception e) 3550 catch (Exception e)
3658 { 3551 {
3659 m_log.Error( 3552 m_log.Error(
3660 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e); 3553 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
3661 }
3662 finally
3663 {
3664 try
3665 {
3666 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3667 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3668 // the same cleanup exception continually.
3669 m_sceneGraph.RemoveScenePresence(agentID);
3670 m_clientManager.Remove(agentID);
3671
3672 avatar.Close();
3673 }
3674 catch (Exception e)
3675 {
3676 m_log.Error(
3677 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
3678 }
3679 } 3554 }
3680 } 3555 }
3681 3556
@@ -3734,9 +3609,11 @@ namespace OpenSim.Region.Framework.Scenes
3734 3609
3735 /// <summary> 3610 /// <summary>
3736 /// Do the work necessary to initiate a new user connection for a particular scene. 3611 /// Do the work necessary to initiate a new user connection for a particular scene.
3612 /// At the moment, this consists of setting up the caps infrastructure
3613 /// The return bool should allow for connections to be refused, but as not all calling paths
3614 /// take proper notice of it let, we allowed banned users in still.
3737 /// </summary> 3615 /// </summary>
3738 /// <param name="agent">CircuitData of the agent who is connecting</param> 3616 /// <param name="agent">CircuitData of the agent who is connecting</param>
3739 /// <param name="teleportFlags"></param>
3740 /// <param name="reason">Outputs the reason for the false response on this string</param> 3617 /// <param name="reason">Outputs the reason for the false response on this string</param>
3741 /// <returns>True if the region accepts this agent. False if it does not. False will 3618 /// <returns>True if the region accepts this agent. False if it does not. False will
3742 /// also return a reason.</returns> 3619 /// also return a reason.</returns>
@@ -3747,20 +3624,10 @@ namespace OpenSim.Region.Framework.Scenes
3747 3624
3748 /// <summary> 3625 /// <summary>
3749 /// Do the work necessary to initiate a new user connection for a particular scene. 3626 /// Do the work necessary to initiate a new user connection for a particular scene.
3750 /// </summary> 3627 /// At the moment, this consists of setting up the caps infrastructure
3751 /// <remarks>
3752 /// The return bool should allow for connections to be refused, but as not all calling paths
3753 /// take proper notice of it yet, we still allowed banned users in.
3754 ///
3755 /// At the moment this method consists of setting up the caps infrastructure
3756 /// The return bool should allow for connections to be refused, but as not all calling paths 3628 /// The return bool should allow for connections to be refused, but as not all calling paths
3757 /// take proper notice of it let, we allowed banned users in still. 3629 /// take proper notice of it let, we allowed banned users in still.
3758 /// 3630 /// </summary>
3759 /// This method is called by the login service (in the case of login) or another simulator (in the case of region
3760 /// cross or teleport) to initiate the connection. It is not triggered by the viewer itself - the connection
3761 /// is activated later when the viewer sends the initial UseCircuitCodePacket UDP packet (in the case of
3762 /// the LLUDP stack).
3763 /// </remarks>
3764 /// <param name="agent">CircuitData of the agent who is connecting</param> 3631 /// <param name="agent">CircuitData of the agent who is connecting</param>
3765 /// <param name="reason">Outputs the reason for the false response on this string</param> 3632 /// <param name="reason">Outputs the reason for the false response on this string</param>
3766 /// <param name="requirePresenceLookup">True for normal presence. False for NPC 3633 /// <param name="requirePresenceLookup">True for normal presence. False for NPC
@@ -3859,86 +3726,83 @@ namespace OpenSim.Region.Framework.Scenes
3859 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3726 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3860 sp.Name, sp.UUID, RegionInfo.RegionName); 3727 sp.Name, sp.UUID, RegionInfo.RegionName);
3861 3728
3862 sp.ControllingClient.Close(true, true); 3729 sp.ControllingClient.Close();
3863 sp = null; 3730 sp = null;
3864 } 3731 }
3865 3732
3866 lock (agent) 3733
3734 //On login test land permisions
3735 if (vialogin)
3867 { 3736 {
3868 //On login test land permisions 3737 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3869 if (vialogin) 3738 if (cache != null)
3739 cache.Remove(agent.firstname + " " + agent.lastname);
3740 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3870 { 3741 {
3871 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>(); 3742 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3872 if (cache != null) 3743 return false;
3873 cache.Remove(agent.firstname + " " + agent.lastname);
3874 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3875 {
3876 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3877 return false;
3878 }
3879 } 3744 }
3745 }
3880 3746
3881 if (sp == null) // We don't have an [child] agent here already 3747 if (sp == null) // We don't have an [child] agent here already
3748 {
3749 if (requirePresenceLookup)
3882 { 3750 {
3883 if (requirePresenceLookup)
3884 {
3885 try
3886 {
3887 if (!VerifyUserPresence(agent, out reason))
3888 return false;
3889 } catch (Exception e)
3890 {
3891 m_log.ErrorFormat(
3892 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3893 return false;
3894 }
3895 }
3896
3897 try 3751 try
3898 { 3752 {
3899 // Always check estate if this is a login. Always 3753 if (!VerifyUserPresence(agent, out reason))
3900 // check if banned regions are to be blacked out. 3754 return false;
3901 if (vialogin || (!m_seeIntoBannedRegion)) 3755 } catch (Exception e)
3902 {
3903 if (!AuthorizeUser(agent, out reason))
3904 return false;
3905 }
3906 }
3907 catch (Exception e)
3908 { 3756 {
3909 m_log.ErrorFormat( 3757 m_log.ErrorFormat(
3910 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3758 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3911 return false; 3759 return false;
3912 } 3760 }
3761 }
3913 3762
3914 m_log.InfoFormat( 3763 try
3915 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3764 {
3916 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3765 // Always check estate if this is a login. Always
3917 agent.AgentID, agent.circuitcode); 3766 // check if banned regions are to be blacked out.
3918 3767 if (vialogin || (!m_seeIntoBannedRegion))
3919 if (CapsModule != null)
3920 { 3768 {
3921 CapsModule.SetAgentCapsSeeds(agent); 3769 if (!AuthorizeUser(agent, out reason))
3922 CapsModule.CreateCaps(agent.AgentID); 3770 return false;
3923 } 3771 }
3924 } 3772 }
3925 else 3773 catch (Exception e)
3926 { 3774 {
3927 // Let the SP know how we got here. This has a lot of interesting 3775 m_log.ErrorFormat(
3928 // uses down the line. 3776 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3929 sp.TeleportFlags = (TPFlags)teleportFlags; 3777 return false;
3778 }
3930 3779
3931 if (sp.IsChildAgent) 3780 m_log.InfoFormat(
3932 { 3781 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3933 m_log.DebugFormat( 3782 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3934 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3783 agent.AgentID, agent.circuitcode);
3935 agent.AgentID, RegionInfo.RegionName);
3936 3784
3937 sp.AdjustKnownSeeds(); 3785 if (CapsModule != null)
3786 {
3787 CapsModule.SetAgentCapsSeeds(agent);
3788 CapsModule.CreateCaps(agent.AgentID);
3789 }
3790 } else
3791 {
3792 // Let the SP know how we got here. This has a lot of interesting
3793 // uses down the line.
3794 sp.TeleportFlags = (TPFlags)teleportFlags;
3938 3795
3939 if (CapsModule != null) 3796 if (sp.IsChildAgent)
3940 CapsModule.SetAgentCapsSeeds(agent); 3797 {
3941 } 3798 m_log.DebugFormat(
3799 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3800 agent.AgentID, RegionInfo.RegionName);
3801
3802 sp.AdjustKnownSeeds();
3803
3804 if (CapsModule != null)
3805 CapsModule.SetAgentCapsSeeds(agent);
3942 } 3806 }
3943 } 3807 }
3944 3808
@@ -4369,9 +4233,8 @@ namespace OpenSim.Region.Framework.Scenes
4369 return false; 4233 return false;
4370 } 4234 }
4371 4235
4372 // We have to wait until the viewer contacts this region 4236 // We have to wait until the viewer contacts this region after receiving EAC.
4373 // after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send 4237 // That calls AddNewClient, which finally creates the ScenePresence
4374 // a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
4375 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 4238 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
4376 4239
4377 if (childAgentUpdate != null) 4240 if (childAgentUpdate != null)
@@ -4466,18 +4329,15 @@ namespace OpenSim.Region.Framework.Scenes
4466 /// Tell a single agent to disconnect from the region. 4329 /// Tell a single agent to disconnect from the region.
4467 /// </summary> 4330 /// </summary>
4468 /// <param name="agentID"></param> 4331 /// <param name="agentID"></param>
4469 /// <param name="force"> 4332 /// <param name="childOnly"></param>
4470 /// Force the agent to close even if it might be in the middle of some other operation. You do not want to 4333 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4471 /// force unless you are absolutely sure that the agent is dead and a normal close is not working.
4472 /// </param>
4473 public bool IncomingCloseAgent(UUID agentID, bool force)
4474 { 4334 {
4475 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4335 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4476 4336
4477 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4337 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4478 if (presence != null) 4338 if (presence != null)
4479 { 4339 {
4480 presence.ControllingClient.Close(force, force); 4340 presence.ControllingClient.Close(false);
4481 return true; 4341 return true;
4482 } 4342 }
4483 4343
@@ -4683,16 +4543,6 @@ namespace OpenSim.Region.Framework.Scenes
4683 return LandChannel.GetLandObject(x, y).LandData; 4543 return LandChannel.GetLandObject(x, y).LandData;
4684 } 4544 }
4685 4545
4686 /// <summary>
4687 /// Get LandData by position.
4688 /// </summary>
4689 /// <param name="pos"></param>
4690 /// <returns></returns>
4691 public LandData GetLandData(Vector3 pos)
4692 {
4693 return GetLandData(pos.X, pos.Y);
4694 }
4695
4696 public LandData GetLandData(uint x, uint y) 4546 public LandData GetLandData(uint x, uint y)
4697 { 4547 {
4698 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); 4548 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
@@ -4923,24 +4773,13 @@ namespace OpenSim.Region.Framework.Scenes
4923 /// Get a group via its UUID 4773 /// Get a group via its UUID
4924 /// </summary> 4774 /// </summary>
4925 /// <param name="fullID"></param> 4775 /// <param name="fullID"></param>
4926 /// <returns>null if no group with that id exists</returns> 4776 /// <returns>null if no group with that name exists</returns>
4927 public SceneObjectGroup GetSceneObjectGroup(UUID fullID) 4777 public SceneObjectGroup GetSceneObjectGroup(UUID fullID)
4928 { 4778 {
4929 return m_sceneGraph.GetSceneObjectGroup(fullID); 4779 return m_sceneGraph.GetSceneObjectGroup(fullID);
4930 } 4780 }
4931 4781
4932 /// <summary> 4782 /// <summary>
4933 /// Get a group via its local ID
4934 /// </summary>
4935 /// <remarks>This will only return a group if the local ID matches a root part</remarks>
4936 /// <param name="localID"></param>
4937 /// <returns>null if no group with that id exists</returns>
4938 public SceneObjectGroup GetSceneObjectGroup(uint localID)
4939 {
4940 return m_sceneGraph.GetSceneObjectGroup(localID);
4941 }
4942
4943 /// <summary>
4944 /// Get a group by name from the scene (will return the first 4783 /// Get a group by name from the scene (will return the first
4945 /// found, if there are more than one prim with the same name) 4784 /// found, if there are more than one prim with the same name)
4946 /// </summary> 4785 /// </summary>
@@ -4952,18 +4791,6 @@ namespace OpenSim.Region.Framework.Scenes
4952 } 4791 }
4953 4792
4954 /// <summary> 4793 /// <summary>
4955 /// Attempt to get the SOG via its UUID
4956 /// </summary>
4957 /// <param name="fullID"></param>
4958 /// <param name="sog"></param>
4959 /// <returns></returns>
4960 public bool TryGetSceneObjectGroup(UUID fullID, out SceneObjectGroup sog)
4961 {
4962 sog = GetSceneObjectGroup(fullID);
4963 return sog != null;
4964 }
4965
4966 /// <summary>
4967 /// Get a prim by name from the scene (will return the first 4794 /// Get a prim by name from the scene (will return the first
4968 /// found, if there are more than one prim with the same name) 4795 /// found, if there are more than one prim with the same name)
4969 /// </summary> 4796 /// </summary>
@@ -4995,18 +4822,6 @@ namespace OpenSim.Region.Framework.Scenes
4995 } 4822 }
4996 4823
4997 /// <summary> 4824 /// <summary>
4998 /// Attempt to get a prim via its UUID
4999 /// </summary>
5000 /// <param name="fullID"></param>
5001 /// <param name="sop"></param>
5002 /// <returns></returns>
5003 public bool TryGetSceneObjectPart(UUID fullID, out SceneObjectPart sop)
5004 {
5005 sop = GetSceneObjectPart(fullID);
5006 return sop != null;
5007 }
5008
5009 /// <summary>
5010 /// Get a scene object group that contains the prim with the given local id 4825 /// Get a scene object group that contains the prim with the given local id
5011 /// </summary> 4826 /// </summary>
5012 /// <param name="localID"></param> 4827 /// <param name="localID"></param>
@@ -5100,15 +4915,14 @@ namespace OpenSim.Region.Framework.Scenes
5100 client.SendRegionHandle(regionID, handle); 4915 client.SendRegionHandle(regionID, handle);
5101 } 4916 }
5102 4917
5103// Commented pending deletion since this method no longer appears to do anything at all 4918 public bool NeedSceneCacheClear(UUID agentID)
5104// public bool NeedSceneCacheClear(UUID agentID) 4919 {
5105// { 4920 IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
5106// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); 4921 if (inv == null)
5107// if (inv == null) 4922 return true;
5108// return true; 4923
5109// 4924 return inv.NeedSceneCacheClear(agentID, this);
5110// return inv.NeedSceneCacheClear(agentID, this); 4925 }
5111// }
5112 4926
5113 public void CleanTempObjects() 4927 public void CleanTempObjects()
5114 { 4928 {
@@ -6062,9 +5876,6 @@ Environment.Exit(1);
6062 5876
6063 public string GetExtraSetting(string name) 5877 public string GetExtraSetting(string name)
6064 { 5878 {
6065 if (m_extraSettings == null)
6066 return String.Empty;
6067
6068 string val; 5879 string val;
6069 5880
6070 if (!m_extraSettings.TryGetValue(name, out val)) 5881 if (!m_extraSettings.TryGetValue(name, out val))
@@ -6075,9 +5886,6 @@ Environment.Exit(1);
6075 5886
6076 public void StoreExtraSetting(string name, string val) 5887 public void StoreExtraSetting(string name, string val)
6077 { 5888 {
6078 if (m_extraSettings == null)
6079 return;
6080
6081 string oldVal; 5889 string oldVal;
6082 5890
6083 if (m_extraSettings.TryGetValue(name, out oldVal)) 5891 if (m_extraSettings.TryGetValue(name, out oldVal))
@@ -6095,9 +5903,6 @@ Environment.Exit(1);
6095 5903
6096 public void RemoveExtraSetting(string name) 5904 public void RemoveExtraSetting(string name)
6097 { 5905 {
6098 if (m_extraSettings == null)
6099 return;
6100
6101 if (!m_extraSettings.ContainsKey(name)) 5906 if (!m_extraSettings.ContainsKey(name))
6102 return; 5907 return;
6103 5908