Rely on the Scene.IncomingCloseAgent() check as to whether the connection should be kept open after teleport-end rather than doing this in the ET Module
This is safer since the close check in IncomingCloseAgent() is done under lock conditions, which prevents a race between ETM and Scene.AddClient()0.7.6-extended
parent
2231fcf5b4
commit
3f8d79024b
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@ -1085,20 +1085,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(15000);
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if (!sp.DoNotCloseAfterTeleport)
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{
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// OK, it got this agent. Let's close everything
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m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing agent {0} in {1}", sp.Name, Scene.Name);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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else
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{
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// If we shouldn't close the agent due to some other region renewing the connection
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// then this will be handled in IncomingCloseAgent under lock conditions
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Connection for {0} in {1} has been re-established after teleport. Not closing.",
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sp.Name, Scene.Name);
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sp.DoNotCloseAfterTeleport = false;
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}
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"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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else
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{
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@ -3725,7 +3725,7 @@ namespace OpenSim.Region.Framework.Scenes
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sp.DoNotCloseAfterTeleport = true;
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m_log.DebugFormat(
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"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt previous end-of-teleport close.",
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"[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.",
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sp.Name, Name);
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}
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}
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