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authoronefang2019-09-11 16:36:50 +1000
committeronefang2019-09-11 16:36:50 +1000
commit50cd1ffd32f69228e566f2b0b89f86ea0d9fe489 (patch)
tree52f2ab0c04f1a5d7d6ac5dc872981b4b156447e7 /OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
parentRenamed branch to SledjChisl. (diff)
parentBump to release flavour, build 0. (diff)
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Merge branch 'SledjChisl'
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
index cae7fe5..e7b09ea 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresenceStateMachine.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 /// Running => PreRemove, Removing 40 /// Running => PreRemove, Removing
41 /// PreRemove => Running, Removing 41 /// PreRemove => Running, Removing
42 /// Removing => Removed 42 /// Removing => Removed
43 /// 43 ///
44 /// All other methods should only see the scene presence in running state - this is the normal operational state 44 /// All other methods should only see the scene presence in running state - this is the normal operational state
45 /// Removed state occurs when the presence has been removed. This is the end state with no exit. 45 /// Removed state occurs when the presence has been removed. This is the end state with no exit.
46 /// </remarks> 46 /// </remarks>
@@ -89,13 +89,13 @@ namespace OpenSim.Region.Framework.Scenes
89 else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running) 89 else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
90 transitionOkay = true; 90 transitionOkay = true;
91 else if (newState == ScenePresenceState.Removing) 91 else if (newState == ScenePresenceState.Removing)
92 { 92 {
93 if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove) 93 if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
94 transitionOkay = true; 94 transitionOkay = true;
95 } 95 }
96 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing) 96 else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
97 transitionOkay = true; 97 transitionOkay = true;
98 } 98 }
99 99
100 if (!transitionOkay) 100 if (!transitionOkay)
101 { 101 {