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authorJustin Clark-Casey (justincc)2011-12-08 19:25:24 +0000
committerJustin Clark-Casey (justincc)2011-12-08 19:25:24 +0000
commit0e265889dd909d23b45175ec0e6f2d52725c008c (patch)
tree3f9d117d0f7a6a2303d0c562137abf198d072f96
parentminor: remove some mono compiler warnings (diff)
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Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().
The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists. This allows us to eliminate another null check elsewhere and simplifies the method contract
-rw-r--r--OpenSim/Framework/IScene.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
4 files changed, 10 insertions, 19 deletions
diff --git a/OpenSim/Framework/IScene.cs b/OpenSim/Framework/IScene.cs
index 6919c48..e0e023d 100644
--- a/OpenSim/Framework/IScene.cs
+++ b/OpenSim/Framework/IScene.cs
@@ -74,9 +74,7 @@ namespace OpenSim.Framework
74 /// <param name="client"></param> 74 /// <param name="client"></param>
75 /// <param name="type">The type of agent to add.</param> 75 /// <param name="type">The type of agent to add.</param>
76 /// <returns> 76 /// <returns>
77 /// The scene agent if the new client was added. 77 /// The scene agent if the new client was added or if an agent that already existed.</returns>
78 /// Null if the required scene agent already existed or no scene agent was added because the required client circuit doesn't exist.
79 /// </returns>
80 ISceneAgent AddNewClient(IClientAPI client, PresenceType type); 78 ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
81 79
82 /// <summary> 80 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7db5f6b..4ab8fd0 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -897,12 +897,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint); 897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
898 898
899 // Send ack straight away to let the viewer know that the connection is active. 899 // Send ack straight away to let the viewer know that the connection is active.
900 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
901 // circuit code to the existing child agent. This is not particularly obvious.
900 SendAckImmediate(remoteEndPoint, packet.Header.Sequence); 902 SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
901 903
902 // FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a 904 // We only want to send initial data to new clients, not ones which are being converted from child to root.
903 // circuit and bombed out early. That check might be pointless since authorization is established 905 if (client != null)
904 // up here.
905 if (client != null && client.SceneAgent != null)
906 client.SceneAgent.SendInitialDataToMe(); 906 client.SceneAgent.SendInitialDataToMe();
907 907
908 // m_log.DebugFormat( 908 // m_log.DebugFormat(
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d47536a..11505cc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2486,21 +2486,14 @@ namespace OpenSim.Region.Framework.Scenes
2486 2486
2487 #region Add/Remove Avatar Methods 2487 #region Add/Remove Avatar Methods
2488 2488
2489 /// <summary>
2490 /// Add a new client and create a child scene presence for it.
2491 /// </summary>
2492 /// <param name="client"></param>
2493 /// <param name="type">The type of agent to add.</param>
2494 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) 2489 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
2495 { 2490 {
2491 // Validation occurs in LLUDPServer
2496 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); 2492 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
2497 bool vialogin = false;
2498
2499 if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
2500 return null;
2501 2493
2502 vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || 2494 bool vialogin
2503 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2495 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2496 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2504 2497
2505 CheckHeartbeat(); 2498 CheckHeartbeat();
2506 2499
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6463ab1..8824921 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2548,7 +2548,7 @@ namespace OpenSim.Region.Framework.Scenes
2548 } 2548 }
2549 2549
2550 // This agent just became root. We are going to tell everyone about it. The process of 2550 // This agent just became root. We are going to tell everyone about it. The process of
2551 // getting other avatars information was initiated in the constructor... don't do it 2551 // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
2552 // again here... this comes after the cached appearance check because the avatars 2552 // again here... this comes after the cached appearance check because the avatars
2553 // appearance goes into the avatar update packet 2553 // appearance goes into the avatar update packet
2554 SendAvatarDataToAllAgents(); 2554 SendAvatarDataToAllAgents();