Where this is not already happening, trigger asychoronous calls to CloseChildAgent() above the LocalSimulationConnector level.

This is so that other callers (such as SceneCommunicationService.SendCloseChildAgentConnections() can perform all closes asynchronously without pointlessly firing another thread for local closes).
No functional change apart from elimination of unnecessary chaining of new threads.
user_profiles
Justin Clark-Casey (justincc) 2013-05-16 17:30:30 +01:00
parent d214e2d0c4
commit 3bc8cf65a4
3 changed files with 3 additions and 2 deletions

View File

@ -937,6 +937,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
EnableChildAgents(sp);
// Finally, kill the agent we just created at the destination.
// XXX: Possibly this should be done asynchronously.
Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
}

View File

@ -317,7 +317,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
// s.RegionInfo.RegionName, destination.RegionHandle);
Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id, false); });
m_scenes[destination.RegionID].IncomingCloseAgent(id, false);
return true;
}

View File

@ -218,7 +218,7 @@ namespace OpenSim.Server.Handlers.Simulation
if (action.Equals("release"))
ReleaseAgent(regionID, id);
else
m_SimulationService.CloseAgent(destination, id);
Util.FireAndForget(delegate { m_SimulationService.CloseAgent(destination, id); });
responsedata["int_response_code"] = HttpStatusCode.OK;
responsedata["str_response_string"] = "OpenSim agent " + id.ToString();