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authorJustin Clark-Casey (justincc)2012-06-08 01:43:58 +0100
committerJustin Clark-Casey (justincc)2012-06-08 01:43:58 +0100
commitd71c6dea7e5bfe827a9d723d972a9eec4cb77826 (patch)
treeea4bd2fb57b4f319b9bb117bc88c2e4bab66d7de /OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
parentDon't make duplicate call to ScenePresence.Close() separately in ETM.DoTelepo... (diff)
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Store already retrieve IClientAPI in IncomingPacket structure for later use rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs26
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 09bb52c..55bda63 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -879,7 +879,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
879 #endregion Ping Check Handling 879 #endregion Ping Check Handling
880 880
881 // Inbox insertion 881 // Inbox insertion
882 packetInbox.Enqueue(new IncomingPacket(udpClient, packet)); 882 packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
883 } 883 }
884 884
885 #region BinaryStats 885 #region BinaryStats
@@ -1386,22 +1386,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1386 1386
1387 #endregion 1387 #endregion
1388 1388
1389 private void ProcessInPacket(object state) 1389 private void ProcessInPacket(IncomingPacket incomingPacket)
1390 { 1390 {
1391 IncomingPacket incomingPacket = (IncomingPacket)state;
1392 Packet packet = incomingPacket.Packet; 1391 Packet packet = incomingPacket.Packet;
1393 LLUDPClient udpClient = incomingPacket.Client; 1392 LLClientView client = incomingPacket.Client;
1394 IClientAPI client;
1395 1393
1396 // Sanity check 1394 // Sanity check
1397 if (packet == null || udpClient == null) 1395 if (packet == null || client == null)
1398 { 1396 {
1399 m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"", 1397 m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", Client=\"{1}\"",
1400 packet, udpClient); 1398 packet, client);
1401 } 1399 }
1402 1400
1403 // Make sure this client is still alive 1401 if (client.IsActive)
1404 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1405 { 1402 {
1406 m_currentIncomingClient = client; 1403 m_currentIncomingClient = client;
1407 1404
@@ -1419,8 +1416,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1419 catch (Exception e) 1416 catch (Exception e)
1420 { 1417 {
1421 // Don't let a failure in an individual client thread crash the whole sim. 1418 // Don't let a failure in an individual client thread crash the whole sim.
1422 m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type); 1419 m_log.Error(
1423 m_log.Error(e.Message, e); 1420 string.Format(
1421 "[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw ",
1422 client.Name, packet.Type),
1423 e);
1424 } 1424 }
1425 finally 1425 finally
1426 { 1426 {
@@ -1431,7 +1431,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1431 { 1431 {
1432 m_log.DebugFormat( 1432 m_log.DebugFormat(
1433 "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}", 1433 "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
1434 packet.Type, udpClient.AgentID, m_scene.RegionInfo.RegionName); 1434 packet.Type, client.Name, m_scene.RegionInfo.RegionName);
1435 } 1435 }
1436 } 1436 }
1437 1437