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Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs')
-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