need to delay even more agent close after teleport to compensate for slow machines and user connections. This one of current tp teleport protocol flaws
parent
d1306c8976
commit
687c01b29e
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@ -417,11 +417,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat(
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m_log.ErrorFormat(
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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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"[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
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e.Message, e.StackTrace);
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e.Message, e.StackTrace);
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if(sp != null && sp.ControllingClient != null && !sp.IsDeleted)
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sp.ControllingClient.SendTeleportFailed("Internal error");
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sp.ControllingClient.SendTeleportFailed("Internal error");
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}
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}
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finally
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finally
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@ -1216,7 +1217,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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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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Thread.Sleep(25000);
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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// Thread.Sleep(1000);
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// Thread.Sleep(1000);
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