Remove duplicate update of user count in Scene.IncomingCloseAgent()
This is already done in Scene.RemoveClient() which IncomingCloseAgent() always ends up calling.0.7.3-extended
parent
78c2ef2346
commit
28f93512bc
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@ -4001,16 +4001,6 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
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if (presence != null)
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{
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// Nothing is removed here, so down count it as such
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if (presence.IsChildAgent)
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{
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m_sceneGraph.removeUserCount(false);
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}
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else
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{
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m_sceneGraph.removeUserCount(true);
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}
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presence.ControllingClient.Close();
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return true;
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}
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@ -721,10 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
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public int GetChildAgentCount()
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{
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// some network situations come in where child agents get closed twice.
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if (m_numChildAgents < 0)
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{
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m_numChildAgents = 0;
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}
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// if (m_numChildAgents < 0)
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// {
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// m_numChildAgents = 0;
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// }
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return m_numChildAgents;
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}
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@ -97,6 +97,9 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(scene.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(scene.GetChildAgentCount(), Is.EqualTo(0));
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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// position instead).
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// Assert.That(sp.Lookat, Is.EqualTo(teleportLookAt));
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@ -158,6 +161,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(sceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@ -235,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@ -306,6 +319,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(sceneASp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneA.RegionInfo.RegionName));
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Assert.That(sceneASp.AbsolutePosition, Is.EqualTo(preTeleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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@ -382,6 +400,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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Assert.That(afterSceneBSp.Scene.RegionInfo.RegionName, Is.EqualTo(sceneB.RegionInfo.RegionName));
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Assert.That(afterSceneBSp.AbsolutePosition, Is.EqualTo(teleportPosition));
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Assert.That(sceneA.GetRootAgentCount(), Is.EqualTo(0));
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Assert.That(sceneA.GetChildAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetRootAgentCount(), Is.EqualTo(1));
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Assert.That(sceneB.GetChildAgentCount(), Is.EqualTo(0));
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// TODO: Add assertions to check correct circuit details in both scenes.
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// Lookat is sent to the client only - sp.Lookat does not yield the same thing (calculation from camera
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