From b1c26a56b3d615f3709363e3a2f91b5423f5891f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 8 Aug 2013 23:29:30 +0100 Subject: Fix an issue where under teleport v2 protocol, teleporting from regions in an line from A->B->C would not close region A when reaching C The root cause was that v2 was only closing neighbour agents if the root connection also needed a close. However, fixing this requires the neighbour regions also detect when they should not close due to re-teleports re-establishing the child connection. This involves restructuring the code to introduce a scene presence state machine that can serialize the different add and remove client calls that are now possible with the late close of the This commit appears to fix these issues and improve teleport, but still has holes on at least quick reteleporting (and possibly occasionally on ordinary teleports). Also, has not been completely tested yet in scenarios where regions are running on different simulators --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 5c38399..de2f9d4 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1799,9 +1799,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!client.SceneAgent.IsChildAgent) client.Kick("Simulator logged you out due to connection timeout."); - - client.CloseWithoutChecks(); } + + m_scene.IncomingCloseAgent(client.AgentId, true); } private void IncomingPacketHandler() @@ -2142,7 +2142,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!client.IsLoggingOut) { client.IsLoggingOut = true; - client.Close(); + m_scene.IncomingCloseAgent(client.AgentId, false); } } } -- cgit v1.1