No functional changes. Changed the prefix of that log message [CONNECTION BEGIN] to [SCENE] because that's where the message happens.
Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.iar_mods
parent
7e4a2d69d5
commit
3bf699ad36
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@ -2512,7 +2512,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (sp == null)
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{
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m_log.DebugFormat(
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"[SCENE]: Adding new child scene presence {0} to scene {1}", client.Name, RegionInfo.RegionName);
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"[SCENE]: Adding new child scene presence {0} to scene {1} at pos {2}", client.Name, RegionInfo.RegionName, client.StartPos);
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m_clientManager.Add(client);
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SubscribeToClientEvents(client);
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@ -3249,9 +3249,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't disable this log message - it's too helpful
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m_log.DebugFormat(
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"[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
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"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6}, position {7})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode, teleportFlags);
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agent.AgentID, agent.circuitcode, teleportFlags, agent.startpos);
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if (LoginsDisabled)
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{
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@ -3294,7 +3294,7 @@ namespace OpenSim.Region.Framework.Scenes
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[CONNECTION BEGIN]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
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"[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
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return false;
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}
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}
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@ -3307,12 +3307,12 @@ namespace OpenSim.Region.Framework.Scenes
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[CONNECTION BEGIN]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
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"[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
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return false;
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}
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m_log.InfoFormat(
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"[CONNECTION BEGIN]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
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"[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
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RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
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agent.AgentID, agent.circuitcode);
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@ -502,9 +502,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_pos = PhysicsActor.Position;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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// m_pos, Name, Scene.RegionInfo.RegionName);
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//m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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// m_pos, Name, Scene.RegionInfo.RegionName);
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}
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else
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{
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@ -534,7 +534,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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return m_pos;
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}
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set
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@ -554,9 +553,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_pos = value;
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ParentPosition = Vector3.Zero;
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// m_log.DebugFormat(
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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// Scene.RegionInfo.RegionName, Name, m_pos);
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//m_log.DebugFormat(
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// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
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// Scene.RegionInfo.RegionName, Name, m_pos);
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}
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}
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@ -3006,6 +3005,7 @@ namespace OpenSim.Region.Framework.Scenes
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CopyFrom(cAgentData);
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}
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private static Vector3 marker = new Vector3(-1f, -1f, -1f);
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/// <summary>
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/// This updates important decision making data about a child agent
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/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
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@ -3026,8 +3026,8 @@ namespace OpenSim.Region.Framework.Scenes
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// region's draw distance.
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// DrawDistance = cAgentData.Far;
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DrawDistance = Scene.DefaultDrawDistance;
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if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
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if (cAgentData.Position != marker) // UGH!!
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m_pos = cAgentData.Position + offset;
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if (Vector3.Distance(AbsolutePosition, posLastSignificantMove) >= Scene.ChildReprioritizationDistance)
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