diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index debb7191cc..c35e316c77 100755 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1028,7 +1028,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Fire this out on a different thread so that we don't hold up outgoing packet processing for // everybody else if this is being called due to an ack timeout. - // This is the same as processing as the async process of a logout request. Util.FireAndForget( o => DeactivateClientDueToTimeout(client, timeoutTicks), null, "LLUDPServer.DeactivateClientDueToTimeout"); @@ -1747,19 +1746,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// protected void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks) { - lock (client.CloseSyncLock) + ClientLogoutsDueToNoReceives++; + if (client.SceneAgent != null) { - ClientLogoutsDueToNoReceives++; - - if (client.SceneAgent != null) - { - m_log.WarnFormat( - "[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.", - client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name); - - if (!client.SceneAgent.IsChildAgent) - client.Kick("Simulator logged you out due to connection timeout."); - } + m_log.WarnFormat( + "[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.", + client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name); } if (!Scene.CloseAgent(client.AgentId, true))