From 92e96d394a1712ed16b0a7835dd2ccfde01f3fee Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 9 Aug 2011 23:11:07 +0100
Subject: When an NPC is created, stop telling neighbouring regions to expect a
child agent
---
.../CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/CoreModules')
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index 457ee33..f5d49c5 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -1065,10 +1065,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#endregion
#region Enable Child Agent
+
///
/// This informs a single neighbouring region about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
+ ///
+ ///
public void EnableChildAgent(ScenePresence sp, GridRegion region)
{
m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);
@@ -1126,6 +1129,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
/// This informs all neighbouring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
///
+ ///
public void EnableChildAgents(ScenePresence sp)
{
List neighbours = new List();
@@ -1312,7 +1316,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Utils.LongToUInts(reg.RegionHandle, out x, out y);
x = x / Constants.RegionSize;
y = y / Constants.RegionSize;
- m_log.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint.ToString() + ")");
+ m_log.Debug("[ENTITY TRANSFER MODULE]: Starting to inform client about neighbour " + x + ", " + y + "(" + endPoint + ")");
string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);
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