Today's wild shot at the infinity problem. Wait on the child agent left behind.
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4e5c7bdeb3
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46d017b197
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@ -1047,7 +1047,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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{
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Thread.Sleep(5000);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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sp.Scene.IncomingCloseAgent(sp.UUID, false);
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}
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else
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else
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// now we have a child agent in this region.
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// now we have a child agent in this region.
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sp.Reset();
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sp.Reset();
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@ -1064,7 +1067,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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/// <param name='finalDestination'></param>
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/// <param name='finalDestination'></param>
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protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
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protected virtual void CleanupFailedInterRegionTeleport(ScenePresence sp, string auth_token, GridRegion finalDestination)
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{
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{
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m_log.DebugFormat("[ZZZ]: FAIL!");
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
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if (sp.IsChildAgent) // We had set it to child before attempted TP (V1)
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