One last thing before I stop on this: now not sending ES and EAC to the viewer. Looking in GridProxy, I don't see those messages in the Linden grid.

cpu-performance
Diva Canto 2013-07-21 17:18:54 -07:00
parent 428b51ffda
commit 1d27c9f4d1
1 changed files with 22 additions and 22 deletions

View File

@ -744,30 +744,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#endregion #endregion
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
if (m_eqModule != null) //if (m_eqModule != null)
{ //{
// The EnableSimulator message makes the client establish a connection with the destination // // The EnableSimulator message makes the client establish a connection with the destination
// simulator by sending the initial UseCircuitCode UDP packet to the destination containing the // // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
// correct circuit code. // // correct circuit code.
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); // m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
// XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination // // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination
// simulator to confirm that it has established communication with the viewer. // // simulator to confirm that it has established communication with the viewer.
Thread.Sleep(200); // Thread.Sleep(200);
// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears // // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly // // unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
// only on TeleportFinish). This is untested for region teleport between different simulators // // only on TeleportFinish). This is untested for region teleport between different simulators
// though this probably also works. // // though this probably also works.
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); // m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
} //}
else //else
{ //{
// XXX: This is a little misleading since we're information the client of its avatar destination, // // XXX: This is a little misleading since we're information the client of its avatar destination,
// which may or may not be a neighbour region of the source region. This path is probably little // // which may or may not be a neighbour region of the source region. This path is probably little
// used anyway (with EQ being the one used). But it is currently being used for test code. // // used anyway (with EQ being the one used). But it is currently being used for test code.
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); // sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
} //}
} }
else else
{ {