From b16bc7b01ca0691758e66f85238d657f02271082 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 27 Sep 2013 19:14:21 +0100
Subject: refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order
to make it clear that all non-clientstack callers should be using this rather
than RemoveClient() in order to step through the ScenePresence state machine
properly.
Adds IScene.CloseAgent() to replace RemoveClient()
---
OpenSim/Region/Framework/Scenes/Scene.cs | 26 +++++++++++-----------
OpenSim/Region/Framework/Scenes/SceneBase.cs | 14 +-----------
.../Scenes/Tests/ScenePresenceAgentTests.cs | 4 ++--
.../Scenes/Tests/ScenePresenceCapabilityTests.cs | 2 +-
4 files changed, 17 insertions(+), 29 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3dc509b..82abfe9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1313,7 +1313,7 @@ namespace OpenSim.Region.Framework.Scenes
Thread.Sleep(500);
// Stop all client threads.
- ForEachScenePresence(delegate(ScenePresence avatar) { IncomingCloseAgent(avatar.UUID, false); });
+ ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
m_log.Debug("[SCENE]: Persisting changed objects");
EventManager.TriggerSceneShuttingDown(this);
@@ -2976,7 +2976,7 @@ namespace OpenSim.Region.Framework.Scenes
{
PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
- IncomingCloseAgent(sp.UUID, false);
+ CloseAgent(sp.UUID, false);
}
else
{
@@ -3398,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// Close the neighbour child agents associated with this client.
///
- public override void RemoveClient(UUID agentID, bool closeChildAgents)
+ public void RemoveClient(UUID agentID, bool closeChildAgents)
{
AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID);
@@ -3783,7 +3783,7 @@ namespace OpenSim.Region.Framework.Scenes
sp.Name, sp.UUID, RegionInfo.RegionName);
if (sp.ControllingClient != null)
- IncomingCloseAgent(sp.UUID, true);
+ CloseAgent(sp.UUID, true);
sp = null;
}
@@ -4424,7 +4424,7 @@ namespace OpenSim.Region.Framework.Scenes
///
///
///
- public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token)
+ public bool CloseAgent(UUID agentID, bool force, string auth_token)
{
//m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
@@ -4442,7 +4442,7 @@ namespace OpenSim.Region.Framework.Scenes
if (acd.SessionID.ToString() == auth_token)
{
- return IncomingCloseAgent(agentID, force);
+ return CloseAgent(agentID, force);
}
else
{
@@ -4455,16 +4455,16 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// Tell a single agent to prepare to close.
+ /// Tell a single client to prepare to close.
///
///
- /// This should only be called if we may close the agent but there will be some delay in so doing. Meant for
- /// internal use - other callers should almost certainly called IncomingCloseAgent().
+ /// This should only be called if we may close the client but there will be some delay in so doing. Meant for
+ /// internal use - other callers should almost certainly called CloseClient().
///
///
/// true if pre-close state notification was successful. false if the agent
/// was not in a state where it could transition to pre-close.
- public bool IncomingPreCloseAgent(ScenePresence sp)
+ public bool IncomingPreCloseClient(ScenePresence sp)
{
lock (m_removeClientLock)
{
@@ -4506,7 +4506,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Force the agent to close even if it might be in the middle of some other operation. You do not want to
/// force unless you are absolutely sure that the agent is dead and a normal close is not working.
///
- public bool IncomingCloseAgent(UUID agentID, bool force)
+ public override bool CloseAgent(UUID agentID, bool force)
{
ScenePresence sp;
@@ -4517,7 +4517,7 @@ namespace OpenSim.Region.Framework.Scenes
if (sp == null)
{
m_log.DebugFormat(
- "[SCENE]: Called IncomingCloseAgent() with agent ID {0} but no such presence is in {1}",
+ "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}",
agentID, Name);
return false;
@@ -4526,7 +4526,7 @@ namespace OpenSim.Region.Framework.Scenes
if (sp.LifecycleState != ScenePresenceState.Running && sp.LifecycleState != ScenePresenceState.PreRemove)
{
m_log.DebugFormat(
- "[SCENE]: Called IncomingCloseAgent() for {0} in {1} but presence is already in state {2}",
+ "[SCENE]: Called CloseClient() for {0} in {1} but presence is already in state {2}",
sp.Name, Name, sp.LifecycleState);
return false;
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 5252b96..4b37983 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -218,19 +218,7 @@ namespace OpenSim.Region.Framework.Scenes
public abstract ISceneAgent AddNewClient(IClientAPI client, PresenceType type);
- ///
- /// Remove the given client from the scene.
- ///
- ///
- /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead
- /// to properly operate the state machine and avoid race conditions with other close requests (such as directly
- /// from viewers).
- ///
- /// ID of agent to close
- ///
- /// Close the neighbour child agents associated with this client.
- ///
- public abstract void RemoveClient(UUID agentID, bool closeChildAgents);
+ public abstract bool CloseAgent(UUID agentID, bool force);
public bool TryGetScenePresence(UUID agentID, out object scenePresence)
{
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
index bbe34d2..e25bcb7 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceAgentTests.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
}
[Test]
- public void TestCloseAgent()
+ public void TestCloseClient()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
@@ -154,7 +154,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
TestScene scene = new SceneHelpers().SetupScene();
ScenePresence sp = SceneHelpers.AddScenePresence(scene, TestHelpers.ParseTail(0x1));
- scene.IncomingCloseAgent(sp.UUID, false);
+ scene.CloseAgent(sp.UUID, false);
Assert.That(scene.GetScenePresence(sp.UUID), Is.Null);
Assert.That(scene.AuthenticateHandler.GetAgentCircuitData(sp.UUID), Is.Null);
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
index b6fb730..4fdfc74 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// TODO: Need to add tests for other ICapabiltiesModule methods.
- scene.IncomingCloseAgent(sp.UUID, false);
+ scene.CloseAgent(sp.UUID, false);
Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
// TODO: Need to add tests for other ICapabiltiesModule methods.
--
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