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authorJustin Clark-Casey (justincc)2013-05-16 17:30:30 +0100
committerJustin Clark-Casey (justincc)2013-05-16 17:30:30 +0100
commit3bc8cf65a4e933cfdd0597affc1685c74fb29dba (patch)
tree9c5fd3d0a82377dc99df7ae01629b88e8472ad58 /OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
parentOn closing child agents, send separate asynchronous requests to each neighbou... (diff)
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Where this is not already happening, trigger asychoronous calls to CloseChildAgent() above the LocalSimulationConnector level.
This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes). No functional change apart from elimination of unnecessary chaining of new threads.
Diffstat (limited to 'OpenSim/Server/Handlers/Simulation/AgentHandlers.cs')
-rw-r--r--OpenSim/Server/Handlers/Simulation/AgentHandlers.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
index 012b14e..ae37ca7 100644
--- a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
+++ b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
@@ -218,7 +218,7 @@ namespace OpenSim.Server.Handlers.Simulation
218 if (action.Equals("release")) 218 if (action.Equals("release"))
219 ReleaseAgent(regionID, id); 219 ReleaseAgent(regionID, id);
220 else 220 else
221 m_SimulationService.CloseAgent(destination, id); 221 Util.FireAndForget(delegate { m_SimulationService.CloseAgent(destination, id); });
222 222
223 responsedata["int_response_code"] = HttpStatusCode.OK; 223 responsedata["int_response_code"] = HttpStatusCode.OK;
224 responsedata["str_response_string"] = "OpenSim agent " + id.ToString(); 224 responsedata["str_response_string"] = "OpenSim agent " + id.ToString();