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authorJustin Clark-Casey (justincc)2013-05-16 17:12:02 +0100
committerJustin Clark-Casey (justincc)2013-05-16 17:12:02 +0100
commitd214e2d0c4b8e1ea5e0d69e2ba94cd668be610bd (patch)
tree046555d177672b30b903716662c32f577eea7c80 /OpenSim/Region/Framework/Scenes/Scene.cs
parentOn logout, send close child agent requests to neighbours asynchronously, so u... (diff)
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On closing child agents, send separate asynchronous requests to each neighbour rather than sending all closes concurrently on a separate thread.
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time. This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 50bea6f..8fe9b66 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3440,8 +3440,8 @@ namespace OpenSim.Region.Framework.Scenes
3440 List<ulong> regions = avatar.KnownRegionHandles; 3440 List<ulong> regions = avatar.KnownRegionHandles;
3441 regions.Remove(RegionInfo.RegionHandle); 3441 regions.Remove(RegionInfo.RegionHandle);
3442 3442
3443 // We must do this asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. 3443 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
3444 Util.FireAndForget(delegate { m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); }); 3444 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3445 } 3445 }
3446 3446
3447 m_eventManager.TriggerClientClosed(agentID, this); 3447 m_eventManager.TriggerClientClosed(agentID, this);