* Consolidated adding / removing ClientManager IClientAPIs to two places in Scene

* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
This commit is contained in:
John Hurliman
2009-10-13 17:33:45 -07:00
parent 395a8680c3
commit dc11643c00
11 changed files with 38 additions and 78 deletions

View File

@@ -324,6 +324,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Properties
public LLUDPClient UDPClient { get { return m_udpClient; } }
public IPEndPoint RemoteEndPoint { get { return m_udpClient.RemoteEndPoint; } }
public UUID SecureSessionId { get { return m_secureSessionId; } }
public IScene Scene { get { return m_scene; } }
public UUID SessionId { get { return m_sessionId; } }
@@ -431,7 +432,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Remove ourselves from the scene
m_scene.RemoveClient(AgentId);
m_scene.ClientManager.Remove(this);
//m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
//GC.Collect();
@@ -586,11 +586,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
# region Setup
/// <summary>
/// Starts up the timers to check the client and resend unacked packets
/// Adds the client to the OpenSim.Region.Framework.Scenes.Scene
/// </summary>
protected virtual void InitNewClient()
public virtual void Start()
{
m_avatarTerseUpdateTimer = new Timer(m_avatarTerseUpdateRate);
m_avatarTerseUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessAvatarTerseUpdates);
@@ -609,59 +605,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
RefreshGroupMembership();
}
public virtual void Start()
{
// This sets up all the timers
InitNewClient();
}
/// <summary>
/// Run a user session. This method lies at the base of the entire client thread.
/// </summary>
protected void RunUserSession()
{
try
{
}
catch (Exception e)
{
if (e is ThreadAbortException)
throw;
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
// Don't let a failure in an individual client thread crash the whole sim.
m_log.ErrorFormat(
"[CLIENT]: Client thread for {0} {1} crashed. Logging them out.", Name, AgentId);
m_log.Error(e.ToString());
try
{
// Make an attempt to alert the user that their session has crashed
AgentAlertMessagePacket packet
= BuildAgentAlertPacket(
"Unfortunately the session for this client on the server has crashed.\n"
+ "Any further actions taken will not be processed.\n"
+ "Please relog", true);
OutPacket(packet, ThrottleOutPacketType.Unknown);
// There may be a better way to do this. Perhaps kick? Not sure this propogates notifications to
// listeners yet, though.
Logout(this);
}
catch (Exception e2)
{
if (e2 is ThreadAbortException)
throw;
m_log.ErrorFormat("[CLIENT]: Further exception thrown on forced session logout. {0}", e2);
}
}
}
# endregion
public void ActivateGesture(UUID assetId, UUID gestureId)

View File

@@ -646,7 +646,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
client.OnConnectionClosed += ConnectionClosedHandler;
// Start the IClientAPI
m_scene.ClientManager.Add(client);
client.Start();
}
else
@@ -658,10 +657,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private void RemoveClient(LLUDPClient udpClient)
{
// Remove this client from the scene ClientManager
// Remove this client from the scene
IClientAPI client;
if (m_scene.ClientManager.TryGetValue(udpClient.AgentID, out client))
Util.FireAndForget(delegate(object o) { client.Close(); });
client.Close();
}
private void AcknowledgePacket(LLUDPClient client, uint ack, int currentTime, bool fromResend)
@@ -810,19 +809,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private void LogoutHandler(IClientAPI client)
{
client.OnLogout -= LogoutHandler;
client.SendLogoutPacket();
if (client is LLClientView)
RemoveClient(((LLClientView)client).UDPClient);
}
private void ConnectionClosedHandler(IClientAPI client)
{
client.OnConnectionClosed -= ConnectionClosedHandler;
if (client is LLClientView)
RemoveClient(((LLClientView)client).UDPClient);
RemoveClient(((LLClientView)client).UDPClient);
}
}
}