Apply the useful part of diva's patch that was skipped
parent
28022a9198
commit
663a626a6f
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@ -219,13 +219,15 @@ namespace OpenSim.Region.Framework.Scenes
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private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
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{
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// If this is an update for our own avatar give it the highest priority
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if (client.AgentId == entity.UUID)
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return 0.0;
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if (entity == null)
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return double.NaN;
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ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
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if (presence != null)
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{
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// If this is an update for our own avatar give it the highest priority
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if (presence == entity)
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return 0.0;
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// Use group position for child prims
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Vector3 entityPos;
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if (entity is SceneObjectPart)
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@ -2553,34 +2553,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_isChildAgent)
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{
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// WHAT???
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m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!");
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m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
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// we have to reset the user's child agent connections.
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// Likely, here they've lost the eventqueue for other regions so border
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// crossings will fail at this point unless we reset them.
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List<ulong> regions = new List<ulong>(KnownChildRegionHandles);
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regions.Remove(m_scene.RegionInfo.RegionHandle);
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MakeRootAgent(new Vector3(127f, 127f, 127f), true);
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// Async command
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if (m_scene.SceneGridService != null)
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{
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m_scene.SceneGridService.SendCloseChildAgentConnections(UUID, regions);
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// Give the above command some time to try and close the connections.
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// this is really an emergency.. so sleep, or we'll get all discombobulated.
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System.Threading.Thread.Sleep(500);
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}
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if (m_scene.SceneGridService != null)
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{
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IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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if (m_agentTransfer != null)
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m_agentTransfer.EnableChildAgents(this);
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}
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return;
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}
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