The previous commit did fix the infinity problem! I'm putting the same time on TP_V1 and adding a big red warning on top of those lines.
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dab01a10d9
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10def95c27
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@ -916,13 +916,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
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// they regard the new region as the current region after receiving the AgentMovementComplete
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// response. If close is sent before then, it will cause the viewer to quit instead.
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//
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// This sleep can be increased if necessary. However, whilst it's active,
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(2000);
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// RED ALERT!!!!
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// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
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// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
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// BEFORE THEY SETTLE IN THE NEW REGION.
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(5000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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@ -1048,6 +1048,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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// RED ALERT!!!!
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// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
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// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
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// BEFORE THEY SETTLE IN THE NEW REGION.
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(5000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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