If handling the failure of teleport, move agent state to CleaningUp when we start the handling.

Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
0.7.4.1
Justin Clark-Casey (justincc) 2012-05-28 22:14:37 +01:00
parent 7fd38788b4
commit 8f87f55d05
1 changed files with 6 additions and 3 deletions

View File

@ -684,13 +684,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout) protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
{ {
UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
// Client never contacted destination. Let's restore everything back // Client never contacted destination. Let's restore everything back
sp.ControllingClient.SendTeleportFailed("Problems connecting to destination."); sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");
// Fail. Reset it back // Fail. Reset it back
sp.IsChildAgent = false; sp.IsChildAgent = false;
ReInstantiateScripts(sp); ReInstantiateScripts(sp);
ResetFromTransit(sp.UUID);
EnableChildAgents(sp); EnableChildAgents(sp);
@ -698,6 +699,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_scene.SimulationService.CloseAgent(finalDestination, sp.UUID); m_scene.SimulationService.CloseAgent(finalDestination, sp.UUID);
sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout); sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);
ResetFromTransit(sp.UUID);
} }
protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout) protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
@ -2158,8 +2161,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed // FIXME: For now, we allow exit from any state since a thrown exception in teleport is now guranteed
// to be handled properly - ResetFromTransit() could be invoked at any step along the process // to be handled properly - ResetFromTransit() could be invoked at any step along the process
m_log.WarnFormat( m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Agent with ID should not exit directly from state {1}, should go to {2} state first", "[ENTITY TRANSFER MODULE]: Agent with ID {0} should not exit directly from state {1}, should go to {2} state first",
state, AgentTransferState.CleaningUp); id, state, AgentTransferState.CleaningUp);
// throw new Exception( // throw new Exception(
// "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first", // "Agent with ID {0} cannot exit directly from state {1}, it must go to {2} state first",