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-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs21
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8
2 files changed, 14 insertions, 15 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 3fe8171..9899ccd 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1068,8 +1068,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1068 // This sleep can be increased if necessary. However, whilst it's active, 1068 // This sleep can be increased if necessary. However, whilst it's active,
1069 // an agent cannot teleport back to this region if it has teleported away. 1069 // an agent cannot teleport back to this region if it has teleported away.
1070 Thread.Sleep(2000); 1070 Thread.Sleep(2000);
1071 if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) 1071// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
1072 m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID); 1072// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
1073 Thread.Sleep(500); 1073 Thread.Sleep(500);
1074 sp.Scene.CloseAgent(sp.UUID, false); 1074 sp.Scene.CloseAgent(sp.UUID, false);
1075 } 1075 }
@@ -1201,8 +1201,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1201 // Now let's make it officially a child agent 1201 // Now let's make it officially a child agent
1202 sp.MakeChildAgent(destinationHandle); 1202 sp.MakeChildAgent(destinationHandle);
1203 1203
1204
1205
1206 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone 1204 // Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
1207 // go by HG hook 1205 // go by HG hook
1208 if (NeedsClosing(reg, OutSideViewRange)) 1206 if (NeedsClosing(reg, OutSideViewRange))
@@ -1217,10 +1215,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1217 // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR 1215 // DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
1218 // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. 1216 // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
1219 1217
1220 Thread.Sleep(14000); 1218 Thread.Sleep(15000);
1221 if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) 1219// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
1222 m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID); 1220// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
1223 Thread.Sleep(1000); 1221// Thread.Sleep(1000);
1224 1222
1225 // OK, it got this agent. Let's close everything 1223 // OK, it got this agent. Let's close everything
1226 // If we shouldn't close the agent due to some other region renewing the connection 1224 // If we shouldn't close the agent due to some other region renewing the connection
@@ -1806,6 +1804,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1806 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt. 1804 // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
1807 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp); 1805 m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
1808 1806
1807
1808
1809 agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
1810
1809 // this may need the attachments 1811 // this may need the attachments
1810 1812
1811 agent.HasMovedAway(true); 1813 agent.HasMovedAway(true);
@@ -1815,9 +1817,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1815 // FIXME: Possibly this should occur lower down after other commands to close other agents, 1817 // FIXME: Possibly this should occur lower down after other commands to close other agents,
1816 // but not sure yet what the side effects would be. 1818 // but not sure yet what the side effects would be.
1817 m_entityTransferStateMachine.ResetFromTransit(agent.UUID); 1819 m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
1818
1819 agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
1820
1821 // TODO: Check since what version this wasn't needed anymore. May be as old as 0.6 1820 // TODO: Check since what version this wasn't needed anymore. May be as old as 0.6
1822/* 1821/*
1823 // Backwards compatibility. Best effort 1822 // Backwards compatibility. Best effort
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5903274..0d2c8c3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -4143,8 +4143,8 @@ namespace OpenSim.Region.Framework.Scenes
4143 { 4143 {
4144 byebyeRegions.Add(handle); 4144 byebyeRegions.Add(handle);
4145 // this should not be here 4145 // this should not be here
4146 if(eventQueue != null) 4146// if(eventQueue != null)
4147 eventQueue.DisableSimulator(handle,UUID); 4147/// eventQueue.DisableSimulator(handle,UUID);
4148 } 4148 }
4149 } 4149 }
4150 else 4150 else
@@ -4154,8 +4154,8 @@ namespace OpenSim.Region.Framework.Scenes
4154 { 4154 {
4155 byebyeRegions.Add(handle); 4155 byebyeRegions.Add(handle);
4156 // this should not be here 4156 // this should not be here
4157 if(eventQueue != null) 4157// if(eventQueue != null)
4158 eventQueue.DisableSimulator(handle,UUID); 4158// eventQueue.DisableSimulator(handle,UUID);
4159 } 4159 }
4160 } 4160 }
4161 } 4161 }