From 31873485d9076c346df844a43dac4e38f713a040 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Fri, 2 Oct 2015 02:42:25 +0100 Subject: [PATCH] do not send DisableSimulator on teleport if agent is already returning --- .../Framework/EntityTransfer/EntityTransferModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 4126b3be1f..a43b823db8 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1112,7 +1112,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // This sleep can be increased if necessary. However, whilst it's active, // an agent cannot teleport back to this region if it has teleported away. Thread.Sleep(2000); - if (m_eqModule != null) + if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) m_eqModule.DisableSimulator(sp.RegionHandle,sp.UUID); Thread.Sleep(500); sp.Scene.CloseAgent(sp.UUID, false); @@ -1260,7 +1260,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS. Thread.Sleep(14000); - if (m_eqModule != null) + if (m_eqModule != null && !sp.DoNotCloseAfterTeleport) m_eqModule.DisableSimulator(sp.RegionHandle,sp.UUID); Thread.Sleep(1000);