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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs59
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs15
2 files changed, 67 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 005c9b9..2a21a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3695,10 +3695,13 @@ namespace OpenSim.Region.Framework.Scenes
3695 3695
3696 // We need to ensure that we are not already removing the scene presence before we ask it not to be 3696 // We need to ensure that we are not already removing the scene presence before we ask it not to be
3697 // closed. 3697 // closed.
3698 if (sp != null && sp.IsChildAgent && sp.LifecycleState == ScenePresenceState.Running) 3698 if (sp != null && sp.IsChildAgent
3699 && (sp.LifecycleState == ScenePresenceState.Running
3700 || sp.LifecycleState == ScenePresenceState.PreRemove))
3699 { 3701 {
3700 m_log.DebugFormat( 3702 m_log.DebugFormat(
3701 "[SCENE]: Reusing existing child scene presence for {0} in {1}", sp.Name, Name); 3703 "[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",
3704 sp.Name, sp.LifecycleState, Name);
3702 3705
3703 // In the case where, for example, an A B C D region layout, an avatar may 3706 // In the case where, for example, an A B C D region layout, an avatar may
3704 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C 3707 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C
@@ -3720,6 +3723,8 @@ namespace OpenSim.Region.Framework.Scenes
3720// } 3723// }
3721// else if (EntityTransferModule.IsInTransit(sp.UUID)) 3724// else if (EntityTransferModule.IsInTransit(sp.UUID))
3722 3725
3726 sp.LifecycleState = ScenePresenceState.Running;
3727
3723 if (EntityTransferModule.IsInTransit(sp.UUID)) 3728 if (EntityTransferModule.IsInTransit(sp.UUID))
3724 { 3729 {
3725 sp.DoNotCloseAfterTeleport = true; 3730 sp.DoNotCloseAfterTeleport = true;
@@ -4441,6 +4446,50 @@ namespace OpenSim.Region.Framework.Scenes
4441 } 4446 }
4442 4447
4443 /// <summary> 4448 /// <summary>
4449 /// Tell a single agent to prepare to close.
4450 /// </summary>
4451 /// <remarks>
4452 /// This should only be called if we may close the agent but there will be some delay in so doing. Meant for
4453 /// internal use - other callers should almost certainly called IncomingCloseAgent().
4454 /// </remarks>
4455 /// <param name="sp"></param>
4456 /// <returns>true if pre-close state notification was successful. false if the agent
4457 /// was not in a state where it could transition to pre-close.</returns>
4458 public bool IncomingPreCloseAgent(ScenePresence sp)
4459 {
4460 lock (m_removeClientLock)
4461 {
4462 // We need to avoid a race condition where in, for example, an A B C D region layout, an avatar may
4463 // teleport from A -> D, but then -> C before A has asked B to close its old child agent. We do not
4464 // want to obey this close since C may have renewed the child agent lease on B.
4465 if (sp.DoNotCloseAfterTeleport)
4466 {
4467 m_log.DebugFormat(
4468 "[SCENE]: Not pre-closing {0} agent {1} in {2} since another simulator has re-established the child connection",
4469 sp.IsChildAgent ? "child" : "root", sp.Name, Name);
4470
4471 // Need to reset the flag so that a subsequent close after another teleport can succeed.
4472 sp.DoNotCloseAfterTeleport = false;
4473
4474 return false;
4475 }
4476
4477 if (sp.LifecycleState != ScenePresenceState.Running)
4478 {
4479 m_log.DebugFormat(
4480 "[SCENE]: Called IncomingPreCloseAgent() for {0} in {1} but presence is already in state {2}",
4481 sp.Name, Name, sp.LifecycleState);
4482
4483 return false;
4484 }
4485
4486 sp.LifecycleState = ScenePresenceState.PreRemove;
4487
4488 return true;
4489 }
4490 }
4491
4492 /// <summary>
4444 /// Tell a single agent to disconnect from the region. 4493 /// Tell a single agent to disconnect from the region.
4445 /// </summary> 4494 /// </summary>
4446 /// <param name="agentID"></param> 4495 /// <param name="agentID"></param>
@@ -4459,16 +4508,16 @@ namespace OpenSim.Region.Framework.Scenes
4459 if (sp == null) 4508 if (sp == null)
4460 { 4509 {
4461 m_log.DebugFormat( 4510 m_log.DebugFormat(
4462 "[SCENE]: Called RemoveClient() with agent ID {0} but no such presence is in {1}", 4511 "[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}",
4463 agentID, Name); 4512 agentID, Name);
4464 4513
4465 return false; 4514 return false;
4466 } 4515 }
4467 4516
4468 if (sp.LifecycleState != ScenePresenceState.Running) 4517 if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
4469 { 4518 {
4470 m_log.DebugFormat( 4519 m_log.DebugFormat(
4471 "[SCENE]: Called RemoveClient() for {0} in {1} but presence is already in state {2}", 4520 "[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}",
4472 sp.Name, Name, sp.LifecycleState); 4521 sp.Name, Name, sp.LifecycleState);
4473 4522
4474 return false; 4523 return false;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
index dc3a212..cae7fe5 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
@@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes
37 /// This is a state machine. 37 /// This is a state machine.
38 /// 38 ///
39 /// [Entry] => Running 39 /// [Entry] => Running
40 /// Running => Removing 40 /// Running => PreRemove, Removing
41 /// PreRemove => Running, Removing
41 /// Removing => Removed 42 /// Removing => Removed
42 /// 43 ///
43 /// All other methods should only see the scene presence in running state - this is the normal operational state 44 /// All other methods should only see the scene presence in running state - this is the normal operational state
@@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
46 public enum ScenePresenceState 47 public enum ScenePresenceState
47 { 48 {
48 Running, // Normal operation state. The scene presence is available. 49 Running, // Normal operation state. The scene presence is available.
50 PreRemove, // The presence is due to be removed but can still be returning to running.
49 Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient. 51 Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
50 Removed, // The presence has been removed from the scene and is effectively dead. 52 Removed, // The presence has been removed from the scene and is effectively dead.
51 // There is no exit from this state. 53 // There is no exit from this state.
@@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes
80 82
81 lock (this) 83 lock (this)
82 { 84 {
83 if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running) 85 if (newState == m_state)
86 return;
87 else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove)
84 transitionOkay = true; 88 transitionOkay = true;
89 else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
90 transitionOkay = true;
91 else if (newState == ScenePresenceState.Removing)
92 {
93 if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
94 transitionOkay = true;
95 }
85 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) 96 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
86 transitionOkay = true; 97 transitionOkay = true;
87 } 98 }