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authorJustin Clark-Casey (justincc)2012-06-12 02:03:31 +0100
committerJustin Clark-Casey (justincc)2012-06-12 02:03:31 +0100
commitc89db34fc4372be7ff94d92472131b2c33de8605 (patch)
tree8aa76d4a5be7e964bfdcf98317e1f0714e97c465 /OpenSim
parentIn PresenceDetector.OnConnectionClose(), use the IsChildAgent check already a... (diff)
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If the simulator closes a root agent due to ack timeout, then send the client a kick message with that reason, in case it is somehow still listening.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs22
1 files changed, 20 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7f86491..2036f61 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -558,9 +558,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
558 if (!client.IsLoggingOut && 558 if (!client.IsLoggingOut &&
559 (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks) 559 (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks)
560 { 560 {
561 m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID); 561 m_log.WarnFormat(
562 "[LLUDPSERVER]: Ack timeout for {0} {1}, disconnecting",
563 client.Name, client.AgentId);
564
562 StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); 565 StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
563 RemoveClient(client); 566 LogoutClientDueToTimeout(client);
564 567
565 return; 568 return;
566 } 569 }
@@ -1121,6 +1124,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1121 Util.FireAndForget(o => client.Close()); 1124 Util.FireAndForget(o => client.Close());
1122 } 1125 }
1123 1126
1127 private void LogoutClientDueToTimeout(IClientAPI client)
1128 {
1129 // We must set IsLoggingOut synchronously so that we can stop the packet loop reinvoking this method.
1130 client.IsLoggingOut = true;
1131
1132 // Fire this out on a different thread so that we don't hold up outgoing packet processing for
1133 // everybody else if this is being called due to an ack timeout.
1134 // This is the same as processing as the async process of a logout request.
1135 Util.FireAndForget(
1136 o =>
1137 { if (!client.SceneAgent.IsChildAgent)
1138 client.Kick("Simulator logged you out due to connection timeout");
1139 client.Close(); });
1140 }
1141
1124 private void IncomingPacketHandler() 1142 private void IncomingPacketHandler()
1125 { 1143 {
1126 // Set this culture for the thread that incoming packets are received 1144 // Set this culture for the thread that incoming packets are received