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Diffstat (limited to 'OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs12
1 files changed, 10 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs b/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs
index 95e0f2b..122cec7 100644
--- a/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs
+++ b/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs
@@ -92,8 +92,16 @@ namespace OpenSim.Region.Environment.Modules.Framework
92 //scene.AddLLSDHandler("/CAPS/EQG/", EventQueueFallBack); 92 //scene.AddLLSDHandler("/CAPS/EQG/", EventQueueFallBack);
93 93
94 scene.EventManager.OnNewClient += OnNewClient; 94 scene.EventManager.OnNewClient += OnNewClient;
95 scene.EventManager.OnClientClosed += ClientClosed; 95
96 scene.EventManager.OnRemovePresence += ClientClosed; 96 // TODO: we should really close out something when we
97 // leave the region, but not doing the close actually
98 // fixes the A -> B -> A teleport bug where you don't
99 // get any textures. This means we're leaving more in
100 // memory than we should, but it does provide a better
101 // user experience.
102
103 // scene.EventManager.OnClientClosed += ClientClosed;
104 // scene.EventManager.OnRemovePresence += ClientClosed;
97 scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; 105 scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
98 scene.EventManager.OnMakeChildAgent += MakeChildAgent; 106 scene.EventManager.OnMakeChildAgent += MakeChildAgent;
99 scene.EventManager.OnRegisterCaps += OnRegisterCaps; 107 scene.EventManager.OnRegisterCaps += OnRegisterCaps;