Comment out old Scene.HandleLogOffUserFromGrid() to reduce client closing analysis complexity
parent
36a99af37c
commit
2d3135448c
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@ -3799,41 +3799,41 @@ namespace OpenSim.Region.Framework.Scenes
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return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
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return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
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}
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}
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/// <summary>
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// /// <summary>
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/// The Grid has requested that we log-off a user. Log them off.
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// /// The Grid has requested that we log-off a user. Log them off.
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/// </summary>
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// /// </summary>
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/// <param name="AvatarID">Unique ID of the avatar to log-off</param>
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// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
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/// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
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// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
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/// <param name="message">message to display to the user. Reason for being logged off</param>
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// /// <param name="message">message to display to the user. Reason for being logged off</param>
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public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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{
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// {
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ScenePresence loggingOffUser = GetScenePresence(AvatarID);
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// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
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if (loggingOffUser != null)
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// if (loggingOffUser != null)
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{
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// {
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UUID localRegionSecret = UUID.Zero;
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// UUID localRegionSecret = UUID.Zero;
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bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
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// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
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//
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// Region Secret is used here in case a new sessionid overwrites an old one on the user server.
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// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
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// Will update the user server in a few revisions to use it.
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// // Will update the user server in a few revisions to use it.
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//
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if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
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// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
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{
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// {
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m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
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// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
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loggingOffUser.ControllingClient.Kick(message);
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// loggingOffUser.ControllingClient.Kick(message);
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// Give them a second to receive the message!
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// // Give them a second to receive the message!
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Thread.Sleep(1000);
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// Thread.Sleep(1000);
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loggingOffUser.ControllingClient.Close();
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// loggingOffUser.ControllingClient.Close();
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}
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// }
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else
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// else
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{
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// {
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m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
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// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
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}
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// }
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}
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// }
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else
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// else
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{
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// {
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m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
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// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
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}
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// }
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}
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// }
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/// <summary>
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/// <summary>
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/// Triggered when an agent crosses into this sim. Also happens on initial login.
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/// Triggered when an agent crosses into this sim. Also happens on initial login.
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