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authorJustin Clark-Casey (justincc)2012-07-18 00:14:02 +0100
committerJustin Clark-Casey (justincc)2012-07-18 00:14:02 +0100
commiteb590becf03d94d9afeef471c000c46b044d0c5b (patch)
tree3a888d62d31c009851977627b7cdc12779b92949 /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Close() the ScenePresence after we've removed it from the scene graph, to cut down race conditions when another thread manages the grab the presence after some SP structures have been reset.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs26
1 files changed, 16 insertions, 10 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3e9583c..de2b192 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3317,24 +3317,30 @@ namespace OpenSim.Region.Framework.Scenes
3317 if (AgentTransactionsModule != null) 3317 if (AgentTransactionsModule != null)
3318 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3318 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3319 3319
3320 avatar.Close();
3321
3322 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3320 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3323 } 3321 }
3324 catch (Exception e) 3322 catch (Exception e)
3325 { 3323 {
3326 m_log.Error( 3324 m_log.Error(
3327 string.Format("[SCENE]: Exception removing {0} from {1}, ", avatar.Name, RegionInfo.RegionName), e); 3325 string.Format("[SCENE]: Exception removing {0} from {1}. Cleaning up. Exception ", avatar.Name, Name), e);
3328 } 3326 }
3329 finally 3327 finally
3330 { 3328 {
3331 // Always clean these structures up so that any failure above doesn't cause them to remain in the 3329 try
3332 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering 3330 {
3333 // the same cleanup exception continually. 3331 // Always clean these structures up so that any failure above doesn't cause them to remain in the
3334 // TODO: This should probably extend to the whole method, but we don't want to also catch the NRE 3332 // scene with possibly bad effects (e.g. continually timing out on unacked packets and triggering
3335 // since this would hide the underlying failure and other associated problems. 3333 // the same cleanup exception continually.
3336 m_sceneGraph.RemoveScenePresence(agentID); 3334 m_sceneGraph.RemoveScenePresence(agentID);
3337 m_clientManager.Remove(agentID); 3335 m_clientManager.Remove(agentID);
3336
3337 avatar.Close();
3338 }
3339 catch (Exception e)
3340 {
3341 m_log.Error(
3342 string.Format("[SCENE]: Exception in final clean up of {0} in {1}. Exception ", avatar.Name, Name), e);
3343 }
3338 } 3344 }
3339 3345
3340 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3346 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));