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authorMelanie2013-05-16 21:59:14 +0100
committerMelanie2013-05-16 21:59:14 +0100
commit42c82b564ea0fe58376bffae2731bcedf4b842c7 (patch)
tree7ed5d564f320c1dcf6b709a1436b584a59e74a5e /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge branch 'master' into careminster (diff)
parentminor: remove long commented out scene cache clearing code in EntityTransferM... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs7
1 files changed, 2 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3aabd14..f561d97 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3593,15 +3593,12 @@ namespace OpenSim.Region.Framework.Scenes
3593 if (closeChildAgents && CapsModule != null) 3593 if (closeChildAgents && CapsModule != null)
3594 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); 3594 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3595 3595
3596// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3597// // this method is doing is HORRIBLE!!!
3598 // Commented pending deletion since this method no longer appears to do anything at all
3599// avatar.Scene.NeedSceneCacheClear(avatar.UUID);
3600
3601 if (closeChildAgents && !isChildAgent) 3596 if (closeChildAgents && !isChildAgent)
3602 { 3597 {
3603 List<ulong> regions = avatar.KnownRegionHandles; 3598 List<ulong> regions = avatar.KnownRegionHandles;
3604 regions.Remove(RegionInfo.RegionHandle); 3599 regions.Remove(RegionInfo.RegionHandle);
3600
3601 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
3605 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3602 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3606 } 3603 }
3607 3604