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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs47
1 files changed, 28 insertions, 19 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 604f035..87af206 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3104,29 +3104,38 @@ namespace OpenSim.Region.Framework.Scenes
3104 // Avatar is already disposed :/ 3104 // Avatar is already disposed :/
3105 } 3105 }
3106 3106
3107 m_eventManager.TriggerOnRemovePresence(agentID); 3107 try
3108 3108 {
3109 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3109 m_eventManager.TriggerOnRemovePresence(agentID);
3110 AttachmentsModule.SaveChangedAttachments(avatar); 3110
3111 3111 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3112 ForEachClient( 3112 AttachmentsModule.SaveChangedAttachments(avatar);
3113 delegate(IClientAPI client) 3113
3114 ForEachClient(
3115 delegate(IClientAPI client)
3116 {
3117 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3118 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); }
3119 catch (NullReferenceException) { }
3120 });
3121
3122 IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
3123 if (agentTransactions != null)
3114 { 3124 {
3115 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3125 agentTransactions.RemoveAgentAssetTransactions(agentID);
3116 try { client.SendKillObject(avatar.RegionHandle, new List<uint> { avatar.LocalId }); } 3126 }
3117 catch (NullReferenceException) { } 3127 }
3118 }); 3128 finally
3119
3120 IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
3121 if (agentTransactions != null)
3122 { 3129 {
3123 agentTransactions.RemoveAgentAssetTransactions(agentID); 3130 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3131 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3132 // the same cleanup exception continually.
3133 // TODO: This should probably extend to the whole method, but we don't want to also catch the NRE
3134 // since this would hide the underlying failure and other associated problems.
3135 m_sceneGraph.RemoveScenePresence(agentID);
3136 m_clientManager.Remove(agentID);
3124 } 3137 }
3125 3138
3126 // Remove the avatar from the scene
3127 m_sceneGraph.RemoveScenePresence(agentID);
3128 m_clientManager.Remove(agentID);
3129
3130 try 3139 try
3131 { 3140 {
3132 avatar.Close(); 3141 avatar.Close();