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authorJustin Clark-Casey (justincc)2013-09-18 21:41:51 +0100
committerJustin Clark-Casey (justincc)2013-09-18 21:41:51 +0100
commit7dbc93c62a6803fbe201e933b8bc1374b48869ad (patch)
treeae9521b90c2c2ba4a8cddc354c119807056be4fe
parentReinstate insertion of "Unknown UserUMMAU4" now, as naive removing may be gen... (diff)
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Change logging to provide more information on LLUDPServer.HandleCompleteMovementIntoRegion()
Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs49
1 files changed, 39 insertions, 10 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 102e581..cdc1668 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1693,31 +1693,60 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1693 CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1]; 1693 CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
1694 1694
1695 // Determine which agent this packet came from 1695 // Determine which agent this packet came from
1696 // We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
1697 // simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
1698 // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
1699 // packets asynchronously, we need to account for this thread proceeding more quickly than the
1700 // UseCircuitCode thread.
1696 int count = 20; 1701 int count = 20;
1697 bool ready = false; 1702 while (count-- > 0)
1698 while (!ready && count-- > 0)
1699 { 1703 {
1700 if (m_scene.TryGetClient(endPoint, out client) && client.IsActive && client.SceneAgent != null) 1704 if (m_scene.TryGetClient(endPoint, out client))
1701 { 1705 {
1702 LLClientView llClientView = (LLClientView)client; 1706 if (client.IsActive)
1703 LLUDPClient udpClient = llClientView.UDPClient; 1707 {
1704 if (udpClient != null && udpClient.IsConnected) 1708 break;
1705 ready = true; 1709 }
1706 else 1710 else
1707 { 1711 {
1708 m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); 1712 // This check exists to catch a condition where the client has been closed by another thread
1709 Thread.Sleep(200); 1713 // but has not yet been removed from the client manager (and possibly a new connection has
1714 // not yet been established).
1715 m_log.DebugFormat(
1716 "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active. Waiting.",
1717 endPoint, client.Name, m_scene.Name);
1710 } 1718 }
1711 } 1719 }
1712 else 1720 else
1713 { 1721 {
1714 m_log.Debug("[LLUDPSERVER]: Received a CompleteMovementIntoRegion in " + m_scene.RegionInfo.RegionName + " (not ready yet)"); 1722 m_log.DebugFormat(
1723 "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} in {1} but no client exists. Waiting.",
1724 endPoint, m_scene.Name);
1725
1715 Thread.Sleep(200); 1726 Thread.Sleep(200);
1716 } 1727 }
1717 } 1728 }
1718 1729
1719 if (client == null) 1730 if (client == null)
1731 {
1732 m_log.DebugFormat(
1733 "[LLUDPSERVER]: No client found for CompleteMovementIntoRegion from {0} in {1} after wait. Dropping.",
1734 endPoint, m_scene.Name);
1735
1720 return; 1736 return;
1737 }
1738 else if (!client.IsActive)
1739 {
1740 // This check exists to catch a condition where the client has been closed by another thread
1741 // but has not yet been removed from the client manager.
1742 // The packet could be simply ignored but it is useful to know if this condition occurred for other debugging
1743 // purposes.
1744 m_log.DebugFormat(
1745 "[LLUDPSERVER]: Received a CompleteMovementIntoRegion from {0} for {1} in {2} but client is not active after wait. Dropping.",
1746 endPoint, client.Name, m_scene.Name);
1747
1748 return;
1749 }
1721 1750
1722 IncomingPacket incomingPacket1; 1751 IncomingPacket incomingPacket1;
1723 1752