From 0d5d3e0b48bbcbb4d18c3a61c9e33f19a9fc17ed Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Wed, 3 Dec 2008 06:33:13 +0000 Subject: Reinstate closing the EQ when the UDP circuit disconnects. This will likely also reinstate the texture issue, which needs ot be fixed another way. --- .../Environment/Modules/Framework/EventQueueGetModule.cs | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs b/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs index 122cec7..6d3391a 100644 --- a/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs +++ b/OpenSim/Region/Environment/Modules/Framework/EventQueueGetModule.cs @@ -93,15 +93,12 @@ namespace OpenSim.Region.Environment.Modules.Framework scene.EventManager.OnNewClient += OnNewClient; - // TODO: we should really close out something when we - // leave the region, but not doing the close actually - // fixes the A -> B -> A teleport bug where you don't - // get any textures. This means we're leaving more in - // memory than we should, but it does provide a better - // user experience. - - // scene.EventManager.OnClientClosed += ClientClosed; - // scene.EventManager.OnRemovePresence += ClientClosed; + // TODO: Leaving these open, or closing them when we + // become a child is incorrect. It messes up TP in a big + // way. CAPS/EQ need to be active as long as the UDP + // circuit is there. + + scene.EventManager.OnClientClosed += ClientClosed; scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; scene.EventManager.OnMakeChildAgent += MakeChildAgent; scene.EventManager.OnRegisterCaps += OnRegisterCaps; -- cgit v1.1