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authorJustin Clark-Casey (justincc)2013-08-15 14:07:57 +0100
committerJustin Clark-Casey (justincc)2013-08-15 14:07:57 +0100
commit3f8d79024bc760e4f0c5cbca2126ab725c847078 (patch)
treec9e8bdb7464da618e446298f8556bdebf72bb9ee /OpenSim/Region/CoreModules
parentDo not use the SP.DoNotCloseAfterTeleport flag for child agent connections. (diff)
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Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module
This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs20
1 files changed, 6 insertions, 14 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 93a089d..5f85eb0 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1085,20 +1085,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1085 // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. 1085 // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
1086 Thread.Sleep(15000); 1086 Thread.Sleep(15000);
1087 1087
1088 if (!sp.DoNotCloseAfterTeleport) 1088 // OK, it got this agent. Let's close everything
1089 { 1089 // If we shouldn't close the agent due to some other region renewing the connection
1090 // OK, it got this agent. Let's close everything 1090 // then this will be handled in IncomingCloseAgent under lock conditions
1091 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing agent {0} in {1}", sp.Name, Scene.Name); 1091 m_log.DebugFormat(
1092 sp.Scene.IncomingCloseAgent(sp.UUID, false); 1092 "[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
1093 } 1093 sp.Scene.IncomingCloseAgent(sp.UUID, false);
1094 else
1095 {
1096 m_log.DebugFormat(
1097 "[ENTITY TRANSFER MODULE]: Connection for {0} in {1} has been re-established after teleport. Not closing.",
1098 sp.Name, Scene.Name);
1099
1100 sp.DoNotCloseAfterTeleport = false;
1101 }
1102 } 1094 }
1103 else 1095 else
1104 { 1096 {