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; } -- cgit v1.1