From b10710d4a5f7fb33ee9b90aefac16ac3d4647db6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 7 Aug 2013 23:17:31 +0100
Subject: minor: add some method doc to ScenePresence fields used for entity
transfer, add minor details to some log messages, rename a misleading local
variable name.
No functional changes.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 27 +++++++++++++++---------
1 file changed, 17 insertions(+), 10 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0ba2dab..7fd1302 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -285,10 +285,24 @@ namespace OpenSim.Region.Framework.Scenes
///
private Vector3 posLastSignificantMove;
- // For teleports and crossings callbacks
+ #region For teleports and crossings callbacks
+
+ ///
+ /// In the V1 teleport protocol, the destination simulator sends ReleaseAgent to this address.
+ ///
string m_callbackURI;
+
UUID m_originRegionID;
+ ///
+ /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
+ /// teleport is reusing the connection.
+ ///
+ /// May be refactored or move somewhere else soon.
+ public bool DoNotCloseAfterTeleport { get; set; }
+
+ #endregion
+
///
/// Script engines present in the scene
///
@@ -717,13 +731,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- ///
- /// Used by the entity transfer module to signal when the presence should not be closed because a subsequent
- /// teleport is reusing the connection.
- ///
- /// May be refactored or move somewhere else soon.
- public bool DoNotCloseAfterTeleport { get; set; }
-
private float m_speedModifier = 1.0f;
public float SpeedModifier
@@ -1325,14 +1332,14 @@ namespace OpenSim.Region.Framework.Scenes
int count = 20;
while (m_originRegionID.Equals(UUID.Zero) && count-- > 0)
{
- m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.RegionInfo.RegionName);
+ m_log.DebugFormat("[SCENE PRESENCE]: Agent {0} waiting for update in {1}", client.Name, Scene.Name);
Thread.Sleep(200);
}
if (m_originRegionID.Equals(UUID.Zero))
{
// Movement into region will fail
- m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived", client.Name);
+ m_log.WarnFormat("[SCENE PRESENCE]: Update agent {0} never arrived in {1}", client.Name, Scene.Name);
return false;
}
--
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