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authorMic Bowman2011-04-13 21:01:51 -0700
committerMic Bowman2011-04-13 21:01:51 -0700
commit6ed6b46aad85b66dd3c50fcf17d108a8da42c5ff (patch)
treea7f1e57f3028bacc9504f93fcd85f70fa2159d8f
parentUse common coalesced serialization code for both tests and the InventoryAcces... (diff)
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Comment out the warning if the prioritizer runs without a fully
initialized scene presence. Not sure why we are dumping updates to a client that isn't there yet...
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs6
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 4694e2b..e3ed905 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -166,7 +166,11 @@ namespace OpenSim.Region.Framework.Scenes
166 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 166 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
167 if (presence == null) 167 if (presence == null)
168 { 168 {
169 m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); 169 // this shouldn't happen, it basically means that we are prioritizing
170 // updates to send to a client that doesn't have a presence in the scene
171 // seems like there's race condition here...
172
173 // m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId);
170 // throw new InvalidOperationException("Prioritization agent not defined"); 174 // throw new InvalidOperationException("Prioritization agent not defined");
171 return Int32.MaxValue; 175 return Int32.MaxValue;
172 } 176 }