diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index e0be925c3a..0deb5a654e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1257,7 +1257,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) { - m_log.DebugFormat("[ZZZ]: In the dungeon: UseCircuitCode"); // We need to copy the endpoint so that it doesn't get changed when another thread reuses the // buffer. object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; @@ -1271,7 +1270,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Send ack straight away to let the viewer know that we got it. SendAckImmediate(endPoint, packet.Header.Sequence); - m_log.DebugFormat("[ZZZ]: In the dungeon: CompleteAgentMovement"); // We need to copy the endpoint so that it doesn't get changed when another thread reuses the // buffer. object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet }; @@ -2082,9 +2080,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP Packet packet = incomingPacket.Packet; LLClientView client = incomingPacket.Client; - if (packet is CompleteAgentMovementPacket) - m_log.DebugFormat("[ZZZ]: Received CompleteAgentMovementPacket"); - if (client.IsActive) { m_currentIncomingClient = client; diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 1ea0fd7123..70fbfc3cb3 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1008,7 +1008,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // Send the Update. If this returns true, we know the client has contacted the destination // via CompleteMovementIntoRegion, so we can let go. // If it returns false, something went wrong, and we need to abort. - m_log.DebugFormat("[ZZZ]: Sending Update"); if (!UpdateAgent(reg, finalDestination, agent, sp)) { if (m_entityTransferStateMachine.GetAgentTransferState(sp.UUID) == AgentTransferState.Aborting)