diff options
author | Sean McNamara | 2011-02-28 15:08:35 -0500 |
---|---|---|
committer | Sean McNamara | 2011-02-28 15:08:35 -0500 |
commit | 60989521a6a60bb5610784936797df0683a55527 (patch) | |
tree | 51fd99afe41459221ff74a78be965001ff680df9 /OpenSim/Region/Framework/Scenes/Scene.cs | |
parent | Fix small bug with remove region; update settings docs. (diff) | |
parent | Fix a few little things (diff) | |
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Merge git://opensimulator.org/git/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 333 |
1 files changed, 174 insertions, 159 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 02a0268..1a6a70b 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -83,6 +83,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
83 | public bool m_useFlySlow; | 83 | public bool m_useFlySlow; |
84 | public bool m_usePreJump; | 84 | public bool m_usePreJump; |
85 | public bool m_seeIntoRegionFromNeighbor; | 85 | public bool m_seeIntoRegionFromNeighbor; |
86 | |||
87 | protected float m_defaultDrawDistance = 255.0f; | ||
88 | public float DefaultDrawDistance | ||
89 | { | ||
90 | get { return m_defaultDrawDistance; } | ||
91 | } | ||
92 | |||
86 | // TODO: need to figure out how allow client agents but deny | 93 | // TODO: need to figure out how allow client agents but deny |
87 | // root agents when ACL denies access to root agent | 94 | // root agents when ACL denies access to root agent |
88 | public bool m_strictAccessControl = true; | 95 | public bool m_strictAccessControl = true; |
@@ -129,7 +136,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
129 | protected ICapabilitiesModule m_capsModule; | 136 | protected ICapabilitiesModule m_capsModule; |
130 | // Central Update Loop | 137 | // Central Update Loop |
131 | protected int m_fps = 10; | 138 | protected int m_fps = 10; |
132 | protected uint m_frame; | 139 | |
140 | /// <summary> | ||
141 | /// Current scene frame number | ||
142 | /// </summary> | ||
143 | public uint Frame | ||
144 | { | ||
145 | get; | ||
146 | protected set; | ||
147 | } | ||
148 | |||
133 | protected float m_timespan = 0.089f; | 149 | protected float m_timespan = 0.089f; |
134 | protected DateTime m_lastupdate = DateTime.UtcNow; | 150 | protected DateTime m_lastupdate = DateTime.UtcNow; |
135 | 151 | ||
@@ -618,6 +634,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
618 | // | 634 | // |
619 | IConfig startupConfig = m_config.Configs["Startup"]; | 635 | IConfig startupConfig = m_config.Configs["Startup"]; |
620 | 636 | ||
637 | m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance); | ||
638 | |||
621 | //Animation states | 639 | //Animation states |
622 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); | 640 | m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); |
623 | // TODO: Change default to true once the feature is supported | 641 | // TODO: Change default to true once the feature is supported |
@@ -1183,7 +1201,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1183 | 1201 | ||
1184 | try | 1202 | try |
1185 | { | 1203 | { |
1186 | Update(); | 1204 | while (!shuttingdown) |
1205 | Update(); | ||
1187 | 1206 | ||
1188 | m_lastUpdate = Util.EnvironmentTickCount(); | 1207 | m_lastUpdate = Util.EnvironmentTickCount(); |
1189 | m_firstHeartbeat = false; | 1208 | m_firstHeartbeat = false; |
@@ -1200,187 +1219,176 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | Watchdog.RemoveThread(); | 1219 | Watchdog.RemoveThread(); |
1201 | } | 1220 | } |
1202 | 1221 | ||
1203 | /// <summary> | ||
1204 | /// Performs per-frame updates on the scene, this should be the central scene loop | ||
1205 | /// </summary> | ||
1206 | public override void Update() | 1222 | public override void Update() |
1207 | { | 1223 | { |
1208 | float physicsFPS; | 1224 | TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; |
1209 | int maintc; | 1225 | float physicsFPS = 0f; |
1226 | |||
1227 | int maintc = Util.EnvironmentTickCount(); | ||
1228 | int tmpFrameMS = maintc; | ||
1229 | tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | ||
1230 | |||
1231 | // Increment the frame counter | ||
1232 | ++Frame; | ||
1210 | 1233 | ||
1211 | while (!shuttingdown) | 1234 | try |
1212 | { | 1235 | { |
1213 | TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; | 1236 | // Check if any objects have reached their targets |
1214 | physicsFPS = 0f; | 1237 | CheckAtTargets(); |
1215 | 1238 | ||
1216 | maintc = Util.EnvironmentTickCount(); | 1239 | // Update SceneObjectGroups that have scheduled themselves for updates |
1217 | int tmpFrameMS = maintc; | 1240 | // Objects queue their updates onto all scene presences |
1218 | tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; | 1241 | if (Frame % m_update_objects == 0) |
1242 | m_sceneGraph.UpdateObjectGroups(); | ||
1219 | 1243 | ||
1220 | // Increment the frame counter | 1244 | // Run through all ScenePresences looking for updates |
1221 | ++m_frame; | 1245 | // Presence updates and queued object updates for each presence are sent to clients |
1246 | if (Frame % m_update_presences == 0) | ||
1247 | m_sceneGraph.UpdatePresences(); | ||
1222 | 1248 | ||
1223 | try | 1249 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) |
1250 | if (Frame % m_update_coarse_locations == 0) | ||
1224 | { | 1251 | { |
1225 | // Check if any objects have reached their targets | 1252 | List<Vector3> coarseLocations; |
1226 | CheckAtTargets(); | 1253 | List<UUID> avatarUUIDs; |
1227 | 1254 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | |
1228 | // Update SceneObjectGroups that have scheduled themselves for updates | 1255 | // Send coarse locations to clients |
1229 | // Objects queue their updates onto all scene presences | 1256 | ForEachScenePresence(delegate(ScenePresence presence) |
1230 | if (m_frame % m_update_objects == 0) | 1257 | { |
1231 | m_sceneGraph.UpdateObjectGroups(); | 1258 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); |
1259 | }); | ||
1260 | } | ||
1232 | 1261 | ||
1233 | // Run through all ScenePresences looking for updates | 1262 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); |
1234 | // Presence updates and queued object updates for each presence are sent to clients | 1263 | if ((Frame % m_update_physics == 0) && m_physics_enabled) |
1235 | if (m_frame % m_update_presences == 0) | 1264 | m_sceneGraph.UpdatePreparePhysics(); |
1236 | m_sceneGraph.UpdatePresences(); | 1265 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); |
1237 | 1266 | ||
1238 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | 1267 | // Apply any pending avatar force input to the avatar's velocity |
1239 | if (m_frame % m_update_coarse_locations == 0) | 1268 | if (Frame % m_update_entitymovement == 0) |
1240 | { | 1269 | m_sceneGraph.UpdateScenePresenceMovement(); |
1241 | List<Vector3> coarseLocations; | ||
1242 | List<UUID> avatarUUIDs; | ||
1243 | SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); | ||
1244 | // Send coarse locations to clients | ||
1245 | ForEachScenePresence(delegate(ScenePresence presence) | ||
1246 | { | ||
1247 | presence.SendCoarseLocations(coarseLocations, avatarUUIDs); | ||
1248 | }); | ||
1249 | } | ||
1250 | 1270 | ||
1251 | int tmpPhysicsMS2 = Util.EnvironmentTickCount(); | 1271 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their |
1252 | if ((m_frame % m_update_physics == 0) && m_physics_enabled) | 1272 | // velocity |
1253 | m_sceneGraph.UpdatePreparePhysics(); | 1273 | int tmpPhysicsMS = Util.EnvironmentTickCount(); |
1254 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | 1274 | if (Frame % m_update_physics == 0) |
1275 | { | ||
1276 | if (m_physics_enabled) | ||
1277 | physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); | ||
1278 | if (SynchronizeScene != null) | ||
1279 | SynchronizeScene(this); | ||
1280 | } | ||
1281 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1255 | 1282 | ||
1256 | // Apply any pending avatar force input to the avatar's velocity | 1283 | // Delete temp-on-rez stuff |
1257 | if (m_frame % m_update_entitymovement == 0) | 1284 | if (Frame % 1000 == 0 && !m_cleaningTemps) |
1258 | m_sceneGraph.UpdateScenePresenceMovement(); | 1285 | { |
1286 | int tmpTempOnRezMS = Util.EnvironmentTickCount(); | ||
1287 | m_cleaningTemps = true; | ||
1288 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); | ||
1289 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); | ||
1290 | } | ||
1259 | 1291 | ||
1260 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | 1292 | if (RegionStatus != RegionStatus.SlaveScene) |
1261 | // velocity | 1293 | { |
1262 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | 1294 | if (Frame % m_update_events == 0) |
1263 | if (m_frame % m_update_physics == 0) | ||
1264 | { | 1295 | { |
1265 | if (m_physics_enabled) | 1296 | int evMS = Util.EnvironmentTickCount(); |
1266 | physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); | 1297 | UpdateEvents(); |
1267 | if (SynchronizeScene != null) | 1298 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; |
1268 | SynchronizeScene(this); | ||
1269 | } | 1299 | } |
1270 | physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); | ||
1271 | 1300 | ||
1272 | // Delete temp-on-rez stuff | 1301 | if (Frame % m_update_backup == 0) |
1273 | if (m_frame % 1000 == 0 && !m_cleaningTemps) | ||
1274 | { | 1302 | { |
1275 | int tmpTempOnRezMS = Util.EnvironmentTickCount(); | 1303 | int backMS = Util.EnvironmentTickCount(); |
1276 | m_cleaningTemps = true; | 1304 | UpdateStorageBackup(); |
1277 | Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); | 1305 | backupMS = Util.EnvironmentTickCountSubtract(backMS); |
1278 | tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS); | ||
1279 | } | 1306 | } |
1280 | 1307 | ||
1281 | if (RegionStatus != RegionStatus.SlaveScene) | 1308 | if (Frame % m_update_terrain == 0) |
1282 | { | 1309 | { |
1283 | if (m_frame % m_update_events == 0) | 1310 | int terMS = Util.EnvironmentTickCount(); |
1284 | { | 1311 | UpdateTerrain(); |
1285 | int evMS = Util.EnvironmentTickCount(); | 1312 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); |
1286 | UpdateEvents(); | 1313 | } |
1287 | eventMS = Util.EnvironmentTickCountSubtract(evMS); ; | ||
1288 | } | ||
1289 | |||
1290 | if (m_frame % m_update_backup == 0) | ||
1291 | { | ||
1292 | int backMS = Util.EnvironmentTickCount(); | ||
1293 | UpdateStorageBackup(); | ||
1294 | backupMS = Util.EnvironmentTickCountSubtract(backMS); | ||
1295 | } | ||
1296 | 1314 | ||
1297 | if (m_frame % m_update_terrain == 0) | 1315 | //if (Frame % m_update_land == 0) |
1298 | { | 1316 | //{ |
1299 | int terMS = Util.EnvironmentTickCount(); | 1317 | // int ldMS = Util.EnvironmentTickCount(); |
1300 | UpdateTerrain(); | 1318 | // UpdateLand(); |
1301 | terrainMS = Util.EnvironmentTickCountSubtract(terMS); | 1319 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); |
1302 | } | 1320 | //} |
1303 | 1321 | ||
1304 | //if (m_frame % m_update_land == 0) | 1322 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); |
1305 | //{ | 1323 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; |
1306 | // int ldMS = Util.EnvironmentTickCount(); | 1324 | lastCompletedFrame = Util.EnvironmentTickCount(); |
1307 | // UpdateLand(); | 1325 | |
1308 | // landMS = Util.EnvironmentTickCountSubtract(ldMS); | 1326 | // if (Frame%m_update_avatars == 0) |
1309 | //} | 1327 | // UpdateInWorldTime(); |
1328 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1329 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1330 | StatsReporter.AddFPS(1); | ||
1331 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1332 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1333 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1334 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1335 | StatsReporter.addFrameMS(frameMS); | ||
1336 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1337 | StatsReporter.addOtherMS(otherMS); | ||
1338 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1339 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1340 | } | ||
1310 | 1341 | ||
1311 | frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); | 1342 | if (LoginsDisabled && Frame == 20) |
1312 | otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; | 1343 | { |
1313 | lastCompletedFrame = Util.EnvironmentTickCount(); | 1344 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, |
1314 | 1345 | // this is a rare case where we know we have just went through a long cycle of heap | |
1315 | // if (m_frame%m_update_avatars == 0) | 1346 | // allocations, and there is no more work to be done until someone logs in |
1316 | // UpdateInWorldTime(); | 1347 | GC.Collect(); |
1317 | StatsReporter.AddPhysicsFPS(physicsFPS); | ||
1318 | StatsReporter.AddTimeDilation(TimeDilation); | ||
1319 | StatsReporter.AddFPS(1); | ||
1320 | StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount()); | ||
1321 | StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount()); | ||
1322 | StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount()); | ||
1323 | StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount()); | ||
1324 | StatsReporter.addFrameMS(frameMS); | ||
1325 | StatsReporter.addPhysicsMS(physicsMS + physicsMS2); | ||
1326 | StatsReporter.addOtherMS(otherMS); | ||
1327 | StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount()); | ||
1328 | StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS()); | ||
1329 | } | ||
1330 | 1348 | ||
1331 | if (LoginsDisabled && m_frame == 20) | 1349 | IConfig startupConfig = m_config.Configs["Startup"]; |
1350 | if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) | ||
1332 | { | 1351 | { |
1333 | // In 99.9% of cases it is a bad idea to manually force garbage collection. However, | 1352 | m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); |
1334 | // this is a rare case where we know we have just went through a long cycle of heap | 1353 | LoginsDisabled = false; |
1335 | // allocations, and there is no more work to be done until someone logs in | 1354 | m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo); |
1336 | GC.Collect(); | ||
1337 | |||
1338 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
1339 | if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false)) | ||
1340 | { | ||
1341 | m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName); | ||
1342 | LoginsDisabled = false; | ||
1343 | m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo); | ||
1344 | } | ||
1345 | } | 1355 | } |
1346 | } | 1356 | } |
1347 | catch (NotImplementedException) | 1357 | } |
1348 | { | 1358 | catch (NotImplementedException) |
1349 | throw; | 1359 | { |
1350 | } | 1360 | throw; |
1351 | catch (AccessViolationException e) | 1361 | } |
1352 | { | 1362 | catch (AccessViolationException e) |
1353 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1363 | { |
1354 | } | 1364 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1355 | //catch (NullReferenceException e) | 1365 | } |
1356 | //{ | 1366 | //catch (NullReferenceException e) |
1357 | // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1367 | //{ |
1358 | //} | 1368 | // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1359 | catch (InvalidOperationException e) | 1369 | //} |
1360 | { | 1370 | catch (InvalidOperationException e) |
1361 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1371 | { |
1362 | } | 1372 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1363 | catch (Exception e) | 1373 | } |
1364 | { | 1374 | catch (Exception e) |
1365 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); | 1375 | { |
1366 | } | 1376 | m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); |
1367 | finally | 1377 | } |
1368 | { | 1378 | finally |
1369 | m_lastupdate = DateTime.UtcNow; | 1379 | { |
1370 | } | 1380 | m_lastupdate = DateTime.UtcNow; |
1371 | 1381 | } | |
1372 | maintc = Util.EnvironmentTickCountSubtract(maintc); | ||
1373 | maintc = (int)(m_timespan * 1000) - maintc; | ||
1374 | 1382 | ||
1375 | if (maintc > 0) | 1383 | maintc = Util.EnvironmentTickCountSubtract(maintc); |
1376 | Thread.Sleep(maintc); | 1384 | maintc = (int)(m_timespan * 1000) - maintc; |
1377 | 1385 | ||
1378 | // Tell the watchdog that this thread is still alive | 1386 | if (maintc > 0) |
1379 | Watchdog.UpdateThread(); | 1387 | Thread.Sleep(maintc); |
1380 | } | ||
1381 | } | ||
1382 | 1388 | ||
1383 | 1389 | // Tell the watchdog that this thread is still alive | |
1390 | Watchdog.UpdateThread(); | ||
1391 | } | ||
1384 | 1392 | ||
1385 | public void AddGroupTarget(SceneObjectGroup grp) | 1393 | public void AddGroupTarget(SceneObjectGroup grp) |
1386 | { | 1394 | { |
@@ -3011,7 +3019,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3011 | (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); | 3019 | (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); |
3012 | 3020 | ||
3013 | m_sceneGraph.removeUserCount(!childagentYN); | 3021 | m_sceneGraph.removeUserCount(!childagentYN); |
3014 | CapsModule.RemoveCapsHandler(agentID); | 3022 | |
3023 | if (CapsModule != null) | ||
3024 | CapsModule.RemoveCapsHandler(agentID); | ||
3015 | 3025 | ||
3016 | // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever | 3026 | // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever |
3017 | // this method is doing is HORRIBLE!!! | 3027 | // this method is doing is HORRIBLE!!! |
@@ -3200,7 +3210,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3200 | // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport | 3210 | // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport |
3201 | 3211 | ||
3202 | // Don't disable this log message - it's too helpful | 3212 | // Don't disable this log message - it's too helpful |
3203 | m_log.InfoFormat( | 3213 | m_log.DebugFormat( |
3204 | "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})", | 3214 | "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})", |
3205 | RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, | 3215 | RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, |
3206 | agent.AgentID, agent.circuitcode, teleportFlags); | 3216 | agent.AgentID, agent.circuitcode, teleportFlags); |
@@ -3266,8 +3276,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3266 | RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, | 3276 | RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, |
3267 | agent.AgentID, agent.circuitcode); | 3277 | agent.AgentID, agent.circuitcode); |
3268 | 3278 | ||
3269 | CapsModule.NewUserConnection(agent); | 3279 | if (CapsModule != null) |
3270 | CapsModule.AddCapsHandler(agent.AgentID); | 3280 | { |
3281 | CapsModule.NewUserConnection(agent); | ||
3282 | CapsModule.AddCapsHandler(agent.AgentID); | ||
3283 | } | ||
3271 | } | 3284 | } |
3272 | else | 3285 | else |
3273 | { | 3286 | { |
@@ -3282,7 +3295,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3282 | agent.AgentID, RegionInfo.RegionName); | 3295 | agent.AgentID, RegionInfo.RegionName); |
3283 | 3296 | ||
3284 | sp.AdjustKnownSeeds(); | 3297 | sp.AdjustKnownSeeds(); |
3285 | CapsModule.NewUserConnection(agent); | 3298 | |
3299 | if (CapsModule != null) | ||
3300 | CapsModule.NewUserConnection(agent); | ||
3286 | } | 3301 | } |
3287 | } | 3302 | } |
3288 | 3303 | ||