From 5e4d6cab00cb29cd088ab7b62ab13aff103b64cb Mon Sep 17 00:00:00 2001
From: onefang
Date: Sun, 19 May 2019 21:24:15 +1000
Subject: Dump OpenSim 0.9.0.1 into it's own branch.
---
.../EntityTransfer/EntityTransferStateMachine.cs | 44 +++++++++++-----------
1 file changed, 22 insertions(+), 22 deletions(-)
(limited to 'OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs')
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
index a3109e0..0a24555 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferStateMachine.cs
@@ -101,7 +101,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// true if the agent was not already in transit, false if it was
internal bool SetInTransit(UUID id)
{
- m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
+// m_log.DebugFormat("{0} SetInTransit. agent={1}, newState=Preparing", LogHeader, id);
lock (m_agentsInTransit)
{
if (!m_agentsInTransit.ContainsKey(id))
@@ -123,7 +123,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// Illegal transitions will throw an Exception
internal bool UpdateInTransit(UUID id, AgentTransferState newState)
{
- m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
+ // m_log.DebugFormat("{0} UpdateInTransit. agent={1}, newState={2}", LogHeader, id, newState);
bool transitionOkay = false;
@@ -169,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
else
{
- if (newState == AgentTransferState.Cancelling
+ if (newState == AgentTransferState.Cancelling
&& (oldState == AgentTransferState.Preparing || oldState == AgentTransferState.Transferring))
{
transitionOkay = true;
@@ -181,7 +181,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
if (!transitionOkay)
- failureMessage
+ failureMessage
= string.Format(
"Agent with ID {0} is not allowed to move from old transit state {1} to new state {2} in {3}",
id, oldState, newState, m_mod.Scene.RegionInfo.RegionName);
@@ -192,7 +192,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_agentsInTransit[id] = newState;
// m_log.DebugFormat(
-// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
+// "[ENTITY TRANSFER STATE MACHINE]: Changed agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
}
else if (failIfNotOkay)
@@ -204,11 +204,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// {
// if (oldState != null)
// m_log.DebugFormat(
-// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
+// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} from state {1} to {2} in {3}",
// id, oldState, newState, m_mod.Scene.Name);
// else
// m_log.DebugFormat(
-// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
+// "[ENTITY TRANSFER STATE MACHINE]: Ignored change of agent with id {0} to state {1} in {2} since agent not in transit",
// id, newState, m_mod.Scene.Name);
// }
}
@@ -247,32 +247,32 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
AgentTransferState state = m_agentsInTransit[id];
- if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
- {
+// if (state == AgentTransferState.Transferring || state == AgentTransferState.ReceivedAtDestination)
+// {
// FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
// to be handled properly - ResetFromTransit() could be invoked at any step along the process
- m_log.WarnFormat(
- "[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
- id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
+// m_log.WarnFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first in {3}",
+// id, state, AgentTransferState.CleaningUp, m_mod.Scene.RegionInfo.RegionName);
// throw new Exception(
// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",
// state, AgentTransferState.CleaningUp);
- }
+// }
m_agentsInTransit.Remove(id);
- m_log.DebugFormat(
- "[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
- id, m_mod.Scene.RegionInfo.RegionName);
+// m_log.DebugFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Agent {0} cleared from transit in {1}",
+// id, m_mod.Scene.RegionInfo.RegionName);
return true;
}
}
- m_log.WarnFormat(
- "[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
- id, m_mod.Scene.RegionInfo.RegionName);
+// m_log.WarnFormat(
+// "[ENTITY TRANSFER STATE MACHINE]: Agent {0} requested to clear from transit in {1} but was already cleared",
+// id, m_mod.Scene.RegionInfo.RegionName);
return false;
}
@@ -281,7 +281,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
if (!m_mod.WaitForAgentArrivedAtDestination)
return true;
-
+
lock (m_agentsInTransit)
{
AgentTransferState? currentState = GetAgentTransferState(id);
@@ -299,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
id, m_mod.Scene.RegionInfo.RegionName, currentState));
}
- int count = 200;
+ int count = 400;
// There should be no race condition here since no other code should be removing the agent transfer or
// changing the state to another other than Transferring => ReceivedAtDestination.
@@ -354,4 +354,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
}
}
}
-}
\ No newline at end of file
+}
--
cgit v1.1