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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
3 files changed, 9 insertions, 16 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7db5f6b..4ab8fd0 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -897,12 +897,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint); 897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
898 898
899 // Send ack straight away to let the viewer know that the connection is active. 899 // Send ack straight away to let the viewer know that the connection is active.
900 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
901 // circuit code to the existing child agent. This is not particularly obvious.
900 SendAckImmediate(remoteEndPoint, packet.Header.Sequence); 902 SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
901 903
902 // FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a 904 // We only want to send initial data to new clients, not ones which are being converted from child to root.
903 // circuit and bombed out early. That check might be pointless since authorization is established 905 if (client != null)
904 // up here.
905 if (client != null && client.SceneAgent != null)
906 client.SceneAgent.SendInitialDataToMe(); 906 client.SceneAgent.SendInitialDataToMe();
907 907
908 // m_log.DebugFormat( 908 // m_log.DebugFormat(
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d47536a..11505cc 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2486,21 +2486,14 @@ namespace OpenSim.Region.Framework.Scenes
2486 2486
2487 #region Add/Remove Avatar Methods 2487 #region Add/Remove Avatar Methods
2488 2488
2489 /// <summary>
2490 /// Add a new client and create a child scene presence for it.
2491 /// </summary>
2492 /// <param name="client"></param>
2493 /// <param name="type">The type of agent to add.</param>
2494 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type) 2489 public override ISceneAgent AddNewClient(IClientAPI client, PresenceType type)
2495 { 2490 {
2491 // Validation occurs in LLUDPServer
2496 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode); 2492 AgentCircuitData aCircuit = m_authenticateHandler.GetAgentCircuitData(client.CircuitCode);
2497 bool vialogin = false;
2498
2499 if (aCircuit == null) // no good, didn't pass NewUserConnection successfully
2500 return null;
2501 2493
2502 vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || 2494 bool vialogin
2503 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2495 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2496 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2504 2497
2505 CheckHeartbeat(); 2498 CheckHeartbeat();
2506 2499
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6463ab1..8824921 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2548,7 +2548,7 @@ namespace OpenSim.Region.Framework.Scenes
2548 } 2548 }
2549 2549
2550 // This agent just became root. We are going to tell everyone about it. The process of 2550 // This agent just became root. We are going to tell everyone about it. The process of
2551 // getting other avatars information was initiated in the constructor... don't do it 2551 // getting other avatars information was initiated elsewhere immediately after the child circuit connected... don't do it
2552 // again here... this comes after the cached appearance check because the avatars 2552 // again here... this comes after the cached appearance check because the avatars
2553 // appearance goes into the avatar update packet 2553 // appearance goes into the avatar update packet
2554 SendAvatarDataToAllAgents(); 2554 SendAvatarDataToAllAgents();