OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
/// <summary>
/// Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
/// </summary>
/// <remarks>
/// If a connection is active then we will always receive packets even if nothing else is happening, due to
/// regular client pings.
/// </remarks>
/// <param name='client'></param>
/// <param name='timeoutTicks'></param>
Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
Deactivates the client if we don ' t receive any packets within a certain amount of time ( default 60 seconds ) .
private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
        {
            lock (client.CloseSyncLock)
            {    
                ClientLogoutsDueToNoReceives++;
                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.");
            }
            Scene.CloseAgent(client.AgentId, true);
        }
private void DeactivateClientDueToTimeout ( LLClientView client , int timeoutTicks ) { lock ( client . CloseSyncLock ) { ClientLogoutsDueToNoReceives ++ ; m_log . WarnFormat ( " " , client . SceneAgent . IsChildAgent ? " " : " " , client . Name , timeoutTicks , Scene . Name ) ; if ( ! client . SceneAgent . IsChildAgent ) client . Kick ( " " ) ; } Scene . CloseAgent ( client . AgentId , true ) ; }
Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
Deactivates the client if we don ' t receive any packets within a certain amount of time ( default 60 seconds ) .
client
LLClientView
None
timeoutTicks
int
None
remarks
If a connection is active then we will always receive packets even if nothing else is happening, due to
regular client pings.
If a connection is active then we will always receive packets even if nothing else is happening due to regular client pings .