Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.integration
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85c909c0b5
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2fb89b5aac
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@ -38,15 +38,15 @@ using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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{
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public class InventoryTransferModule : IInventoryTransferModule, ISharedRegionModule
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public class InventoryTransferModule : ISharedRegionModule
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{
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private static readonly ILog m_log
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= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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private List<Scene> m_Scenelist = new List<Scene>();
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private Dictionary<UUID, Scene> m_AgentRegions =
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new Dictionary<UUID, Scene>();
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// private Dictionary<UUID, Scene> m_AgentRegions =
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// new Dictionary<UUID, Scene>();
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private IMessageTransferModule m_TransferModule = null;
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private bool m_Enabled = true;
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@ -76,12 +76,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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m_Scenelist.Add(scene);
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scene.RegisterModuleInterface<IInventoryTransferModule>(this);
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// scene.RegisterModuleInterface<IInventoryTransferModule>(this);
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += ClientLoggedOut;
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// scene.EventManager.OnClientClosed += ClientLoggedOut;
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scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage;
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scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
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// scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene;
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}
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public void RegionLoaded(Scene scene)
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@ -96,9 +96,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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m_Scenelist.Clear();
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scene.EventManager.OnNewClient -= OnNewClient;
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scene.EventManager.OnClientClosed -= ClientLoggedOut;
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// scene.EventManager.OnClientClosed -= ClientLoggedOut;
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scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
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scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
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// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
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}
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}
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}
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@ -106,9 +106,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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public void RemoveRegion(Scene scene)
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{
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scene.EventManager.OnNewClient -= OnNewClient;
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scene.EventManager.OnClientClosed -= ClientLoggedOut;
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// scene.EventManager.OnClientClosed -= ClientLoggedOut;
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scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage;
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scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
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// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene;
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m_Scenelist.Remove(scene);
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}
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@ -138,10 +138,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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client.OnInstantMessage += OnInstantMessage;
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}
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protected void OnSetRootAgentScene(UUID id, Scene scene)
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{
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m_AgentRegions[id] = scene;
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}
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// protected void OnSetRootAgentScene(UUID id, Scene scene)
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// {
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// m_AgentRegions[id] = scene;
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// }
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private Scene FindClientScene(UUID agentId)
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{
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@ -448,69 +448,69 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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}
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}
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public bool NeedSceneCacheClear(UUID agentID, Scene scene)
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{
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if (!m_AgentRegions.ContainsKey(agentID))
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{
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// Since we can get here two ways, we need to scan
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// the scenes here. This is somewhat more expensive
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// but helps avoid a nasty bug
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//
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foreach (Scene s in m_Scenelist)
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{
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ScenePresence presence;
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if (s.TryGetScenePresence(agentID, out presence))
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{
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// If the agent is in this scene, then we
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// are being called twice in a single
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// teleport. This is wasteful of cycles
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// but harmless due to this 2nd level check
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//
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// If the agent is found in another scene
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// then the list wasn't current
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//
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// If the agent is totally unknown, then what
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// are we even doing here??
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//
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if (s == scene)
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{
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//m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName);
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return true;
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}
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else
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{
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//m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName);
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return false;
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}
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}
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}
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//m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName);
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return true;
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}
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// The agent is left in current Scene, so we must be
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// going to another instance
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//
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if (m_AgentRegions[agentID] == scene)
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{
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//m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName);
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m_AgentRegions.Remove(agentID);
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return true;
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}
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// Another region has claimed the agent
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//
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//m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName);
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return false;
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}
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public void ClientLoggedOut(UUID agentID, Scene scene)
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{
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if (m_AgentRegions.ContainsKey(agentID))
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m_AgentRegions.Remove(agentID);
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}
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// public bool NeedSceneCacheClear(UUID agentID, Scene scene)
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// {
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// if (!m_AgentRegions.ContainsKey(agentID))
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// {
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// // Since we can get here two ways, we need to scan
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// // the scenes here. This is somewhat more expensive
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// // but helps avoid a nasty bug
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// //
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//
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// foreach (Scene s in m_Scenelist)
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// {
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// ScenePresence presence;
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//
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// if (s.TryGetScenePresence(agentID, out presence))
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// {
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// // If the agent is in this scene, then we
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// // are being called twice in a single
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// // teleport. This is wasteful of cycles
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// // but harmless due to this 2nd level check
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// //
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// // If the agent is found in another scene
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// // then the list wasn't current
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// //
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// // If the agent is totally unknown, then what
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// // are we even doing here??
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// //
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// if (s == scene)
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// {
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// //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName);
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// return true;
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// }
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// else
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// {
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// //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName);
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// return false;
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// }
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// }
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// }
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// //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName);
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// return true;
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// }
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//
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// // The agent is left in current Scene, so we must be
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// // going to another instance
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// //
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// if (m_AgentRegions[agentID] == scene)
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// {
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// //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName);
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// m_AgentRegions.Remove(agentID);
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// return true;
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// }
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//
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// // Another region has claimed the agent
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// //
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// //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName);
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// return false;
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// }
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//
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// public void ClientLoggedOut(UUID agentID, Scene scene)
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// {
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// if (m_AgentRegions.ContainsKey(agentID))
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// m_AgentRegions.Remove(agentID);
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// }
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/// <summary>
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///
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@ -672,13 +672,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Reset();
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}
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (sp.Scene.NeedSceneCacheClear(sp.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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sp.UUID);
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}
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// Commented pending deletion since this method no longer appears to do anything at all
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// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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// if (sp.Scene.NeedSceneCacheClear(sp.UUID))
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// {
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
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// sp.UUID);
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// }
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m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
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}
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@ -1237,14 +1238,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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AgentHasMovedAway(agent, false);
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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{
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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}
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// // the user may change their profile information in other region,
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// // so the userinfo in UserProfileCache is not reliable any more, delete it
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// // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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// {
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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// }
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//m_log.Debug("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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@ -3435,9 +3435,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (closeChildAgents && CapsModule != null)
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CapsModule.RemoveCaps(agentID);
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// REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
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// this method is doing is HORRIBLE!!!
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avatar.Scene.NeedSceneCacheClear(avatar.UUID);
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// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
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// // this method is doing is HORRIBLE!!!
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// Commented pending deletion since this method no longer appears to do anything at all
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// avatar.Scene.NeedSceneCacheClear(avatar.UUID);
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if (closeChildAgents && !isChildAgent)
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{
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@ -4873,14 +4874,15 @@ namespace OpenSim.Region.Framework.Scenes
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client.SendRegionHandle(regionID, handle);
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}
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public bool NeedSceneCacheClear(UUID agentID)
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{
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IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
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if (inv == null)
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return true;
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return inv.NeedSceneCacheClear(agentID, this);
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}
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// Commented pending deletion since this method no longer appears to do anything at all
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// public bool NeedSceneCacheClear(UUID agentID)
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// {
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// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
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// if (inv == null)
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// return true;
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//
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// return inv.NeedSceneCacheClear(agentID, this);
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// }
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public void CleanTempObjects()
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{
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