diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 40b4a42ca3..52a2467c4b 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -271,17 +271,59 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_socket.BeginReceiveFrom(
RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
}
- catch (SocketException)
+ catch (SocketException e)
{
- // We don't need to see this error, reset connection and get next UDP packet off the buffer
- // If the UDP packet is part of the same stream, this will happen several hundreds of times before
- // the next set of UDP data is for a valid client.
- //m_log.ErrorFormat("[CLIENT]: BeginRecieve threw exception " + e.Message + ": " + e.StackTrace );
-
// ENDLESS LOOP ON PURPOSE!
- ResetEndPoint();
+ // Reset connection and get next UDP packet off the buffer
+ // If the UDP packet is part of the same stream, this will happen several hundreds of times before
+ // the next set of UDP data is for a valid client.
+ ResetServerEndPoint(e);
}
}
+
+ ///
+ /// Reset the server endpoint
+ ///
+ ///
+ /// The exception that has triggered the reset. Can be null if there was no exception.
+ ///
+ private void ResetServerEndPoint(Exception e)
+ {
+ try
+ {
+ CloseCircuit(reusedEpSender, e);
+ }
+ catch (Exception a)
+ {
+ m_log.Error("[UDPSERVER]: " + a);
+ }
+
+ // ENDLESS LOOP ON PURPOSE!
+ // We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
+ // The only way to do that is to beginreceive again!
+ BeginReceive();
+ }
+
+ ///
+ /// Close a client circuit. This is done in response to an exception on receive, and should not be called
+ /// normally.
+ ///
+ ///
+ /// The exception that caused the close. Can be null if there was no exception
+ private void CloseCircuit(EndPoint sender, Exception e)
+ {
+ uint circuit;
+ lock (clientCircuits)
+ {
+ if (clientCircuits.TryGetValue(sender, out circuit))
+ {
+ m_packetServer.CloseCircuit(circuit);
+
+ if (e != null)
+ m_log.ErrorFormat("[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, sender, e);
+ }
+ }
+ }
///
/// Finish the process of asynchronously receiving the next bit of raw data
@@ -327,53 +369,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return hasReceivedOkay;
}
- private void ResetEndPoint()
- {
- try
- {
- CloseEndPoint(reusedEpSender);
- }
- catch (Exception a)
- {
- m_log.Error("[UDPSERVER]: " + a);
- }
-
- // ENDLESS LOOP ON PURPOSE!
-
- // We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
- // The only way to do that is to beginreceive again!
- BeginReceive();
-
- try
- {
- // m_socket.BeginReceiveFrom(
- // RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
-
- // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
- // so therefore.. we've got to tell the server to BeginReceiveFrom again.
- // This will happen over and over until we've gone through all packets
- // sent to and from this particular user.
- // Stupid I know..
- // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
- }
- catch (SocketException e)
- {
- m_log.DebugFormat("[UDPSERVER]: Exception {0} : {1}", e.Message, e.StackTrace );
- }
- }
-
- private void CloseEndPoint(EndPoint sender)
- {
- uint circuit;
- lock (clientCircuits)
- {
- if (clientCircuits.TryGetValue(sender, out circuit))
- {
- m_packetServer.CloseCircuit(circuit);
- }
- }
- }
-
///
/// Add a new client circuit.
///
diff --git a/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
index 94dfd75e97..0ec4a8bef7 100644
--- a/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Environment/Scenes/Tests/SceneTests.cs
@@ -40,11 +40,12 @@ namespace OpenSim.Region.Environment.Scenes.Tests
[TestFixture]
public class SceneTests
{
+ ///
+ /// Test adding an object to a scene. Doesn't yet do what it says on the tin.
+ ///
[Test]
public void TestAddSceneObject()
- {
- //System.Console.WriteLine("Hello mum!");
-
+ {
RegionInfo regInfo = new RegionInfo(1000, 1000, null, null);
regInfo.RegionName = "Unit test region";
AgentCircuitManager acm = new AgentCircuitManager();