suspend the use of DisableSimulator, that is causing teleport and crossing issues
parent
1484348d7f
commit
172bb05ec2
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@ -753,7 +753,7 @@ namespace OpenSim.Framework
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newy *= Constants.RegionSize;
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if (oldy + oldsizey + drawdist < newy)
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return true;
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if (newy + newsizey + drawdist< oldy)
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if (newy + newsizey + drawdist < oldy)
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return true;
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return false;
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@ -1068,8 +1068,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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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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if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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Thread.Sleep(500);
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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@ -1201,8 +1201,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Now let's make it officially a child agent
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sp.MakeChildAgent(destinationHandle);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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// go by HG hook
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if (NeedsClosing(reg, OutSideViewRange))
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@ -1217,10 +1215,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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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(14000);
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if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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Thread.Sleep(1000);
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Thread.Sleep(15000);
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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// Thread.Sleep(1000);
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// OK, it got this agent. Let's close everything
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// If we shouldn't close the agent due to some other region renewing the connection
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@ -1806,6 +1804,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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// this may need the attachments
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agent.HasMovedAway(true);
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@ -1815,9 +1817,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// FIXME: Possibly this should occur lower down after other commands to close other agents,
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// but not sure yet what the side effects would be.
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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// TODO: Check since what version this wasn't needed anymore. May be as old as 0.6
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/*
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// Backwards compatibility. Best effort
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@ -4143,8 +4143,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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byebyeRegions.Add(handle);
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// this should not be here
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if(eventQueue != null)
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eventQueue.DisableSimulator(handle,UUID);
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// if(eventQueue != null)
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/// eventQueue.DisableSimulator(handle,UUID);
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}
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}
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else
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@ -4154,8 +4154,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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byebyeRegions.Add(handle);
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// this should not be here
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if(eventQueue != null)
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eventQueue.DisableSimulator(handle,UUID);
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// if(eventQueue != null)
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// eventQueue.DisableSimulator(handle,UUID);
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}
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}
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}
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