* Start listening for client connections immediately after a region initializes during initial instance startup. (as opposed to waiting for 'all of the regions' to initialize first)
* Removed hackish timer based client notification about regions up (no longer needed) * Added a comment about an inventory based login failure that causes me lots of greif testing and debugging. Comment includes *why* it's failing.afrisby
parent
c7f5a94763
commit
9abe4b2ebf
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@ -338,10 +338,10 @@ namespace OpenSim
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}
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// Start UDP servers
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for (int i = 0; i < m_udpServers.Count; i++)
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{
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m_udpServers[i].ServerListener();
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}
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//for (int i = 0; i < m_udpServers.Count; i++)
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//{
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// m_udpServers[i].ServerListener();
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// }
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//Run Startup Commands
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if (m_startupCommandsFile != "")
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@ -385,6 +385,7 @@ namespace OpenSim
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m_udpServers.Add(udpServer);
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m_regionData.Add(regionInfo);
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udpServer.ServerListener();
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return udpServer;
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}
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@ -484,7 +485,7 @@ namespace OpenSim
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m_regionData.RemoveAt(RegionHandleElement);
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}
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UDPServer restartingRegion = CreateRegion(whichRegion);
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restartingRegion.ServerListener();
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//restartingRegion.ServerListener();
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//m_sceneManager.SendSimOnlineNotification(restartingRegion.RegionHandle);
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}
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@ -757,7 +758,7 @@ namespace OpenSim
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break;
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case "create-region":
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CreateRegion(new RegionInfo(cmdparams[0], "Regions/" + cmdparams[1])).ServerListener();
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CreateRegion(new RegionInfo(cmdparams[0], "Regions/" + cmdparams[1]));
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break;
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case "remove-region":
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@ -65,6 +65,7 @@ namespace OpenSim.Region.Communications.OGS1
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{
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RestObjectPosterResponse<InventoryCollection> requester = new RestObjectPosterResponse<InventoryCollection>();
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requester.ResponseCallback = InventoryResponse;
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// THIS SHOULD BE A Guid, NOT A LLUUID! No longer Serializable! This will fail EVERY TIME.
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requester.BeginPostObject<LLUUID>(_inventoryServerUrl + "/GetInventory/", userID);
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}
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catch (Exception)
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@ -55,7 +55,14 @@ namespace OpenSim.Region.Environment.Modules
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byte[] visualParams;
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GetDefaultAvatarAppearance(out wearables, out visualParams);
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appearance = new AvatarAppearance(avatarId, wearables, visualParams);
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m_avatarsAppearance[avatarId] = appearance;
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try
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{
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m_avatarsAppearance[avatarId] = appearance;
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}
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catch (System.NullReferenceException)
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{
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OpenSim.Framework.Console.MainLog.Instance.Error("AVATAR", "Unable to load appearance for uninitialized avatar");
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}
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return true;
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}
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}
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@ -313,17 +313,27 @@ namespace OpenSim.Region.Environment.Scenes
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}
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if ((Math.Abs(otherRegion.RegionLocX - RegionInfo.RegionLocX) <= 1) && (Math.Abs(otherRegion.RegionLocY - RegionInfo.RegionLocY) <= 1))
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{
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lock (m_regionRestartNotifyList)
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try
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{
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if (!(m_regionRestartNotifyList.Contains(otherRegion)))
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{
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m_regionRestartNotifyList.Add(otherRegion);
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m_restartWaitTimer.Interval = 50000;
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m_restartWaitTimer.AutoReset = false;
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m_restartWaitTimer.Elapsed += new ElapsedEventHandler(RestartNotifyWaitElapsed);
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m_restartWaitTimer.Start();
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ForEachScenePresence(delegate(ScenePresence agent)
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{
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// If agent is a root agent.
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if (!agent.IsChildAgent)
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{
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//agent.ControllingClient.new
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//this.CommsManager.InterRegion.InformRegionOfChildAgent(otherRegion.RegionHandle, agent.ControllingClient.RequestClientInfo());
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InformClientOfNeighbor(agent, otherRegion);
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}
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}
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);
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}
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catch (System.NullReferenceException)
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{
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// This means that we're not booted up completely yet.
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// This shouldn't happen too often anymore.
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MainLog.Instance.Error("SCENE", "Couldn't inform client of regionup because we got a null reference exception");
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}
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}
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else
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