Comment back out seed dump code enabled in b1c26a56
. Also adds a few teleport comments.
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99bce9d877
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@ -1067,6 +1067,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// May still need to signal neighbours whether child agents may need closing irrespective of whether this
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// May still need to signal neighbours whether child agents may need closing irrespective of whether this
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// one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or
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// one needed closing. Neighbour regions also contain logic to prevent a close if a subsequent move or
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// teleport re-established the child connection.
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// teleport re-established the child connection.
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//
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// It may be possible to also close child agents after a pause but one needs to be very careful about
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// race conditions between different regions on rapid teleporting (e.g. from A1 to a non-neighbour B, back
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// to a neighbour A2 then off to a non-neighbour C. Also, closing child agents early may be more compatible
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// with complicated scenarios where there a mixture of V1 and V2 teleports, though this is conjecture. It's
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// easier to close immediately and greatly reduce the scope of race conditions if possible.
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sp.CloseChildAgents(newRegionX, newRegionY);
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sp.CloseChildAgents(newRegionX, newRegionY);
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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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@ -1865,10 +1871,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);
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Dump("Current Neighbors", neighbourHandles);
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// Dump("Current Neighbors", neighbourHandles);
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Dump("Previous Neighbours", previousRegionNeighbourHandles);
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// Dump("Previous Neighbours", previousRegionNeighbourHandles);
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Dump("New Neighbours", newRegions);
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// Dump("New Neighbours", newRegions);
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Dump("Old Neighbours", oldRegions);
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// Dump("Old Neighbours", oldRegions);
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/// Update the scene presence's known regions here on this region
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/// Update the scene presence's known regions here on this region
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sp.DropOldNeighbours(oldRegions);
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sp.DropOldNeighbours(oldRegions);
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@ -2180,18 +2186,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return handles;
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return handles;
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}
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}
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private void Dump(string msg, List<ulong> handles)
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// private void Dump(string msg, List<ulong> handles)
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{
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// {
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m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
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// m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
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foreach (ulong handle in handles)
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// foreach (ulong handle in handles)
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{
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// {
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uint x, y;
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// uint x, y;
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Utils.LongToUInts(handle, out x, out y);
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// Utils.LongToUInts(handle, out x, out y);
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x = x / Constants.RegionSize;
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// x = x / Constants.RegionSize;
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y = y / Constants.RegionSize;
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// y = y / Constants.RegionSize;
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m_log.InfoFormat("({0}, {1})", x, y);
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// m_log.InfoFormat("({0}, {1})", x, y);
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}
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// }
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}
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// }
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#endregion
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#endregion
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