From d547bcf8d15bdcb8604cf170dc8ec1e14ad4cdc0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 8 Jun 2012 00:40:38 +0100 Subject: Remove duplicate update of user count in Scene.IncomingCloseAgent() This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling. --- OpenSim/Region/Framework/Scenes/Scene.cs | 10 ---------- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 8 ++++---- .../Scenes/Tests/ScenePresenceTeleportTests.cs | 23 ++++++++++++++++++++++ 3 files changed, 27 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 17503b1..9048f00 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4039,16 +4039,6 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); if (presence != null) { - // Nothing is removed here, so down count it as such - if (presence.IsChildAgent) - { - m_sceneGraph.removeUserCount(false); - } - else - { - m_sceneGraph.removeUserCount(true); - } - presence.ControllingClient.Close(); return true; } diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index ddf1550..82a4f64 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -703,10 +703,10 @@ namespace OpenSim.Region.Framework.Scenes public int GetChildAgentCount() { // some network situations come in where child agents get closed twice. - if (m_numChildAgents < 0) - { - m_numChildAgents = 0; - } +// if (m_numChildAgents < 0) +// { +// m_numChildAgents = 0; +// } return m_numChildAgents; } diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs index ccfe4ff..a407f01 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs @@ -97,6 +97,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition)); + Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0)); + // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera // position instead). // Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt)); @@ -158,6 +161,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera @@ -235,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera @@ -306,6 +319,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName)); Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition)); + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera @@ -382,6 +400,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName)); Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition)); + Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0)); + Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1)); + Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0)); + // TODO: Add assertions to check correct circuit details in both scenes. // Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera -- cgit v1.1