on agent cross, remove from physics scene after its been placed in transit, not before.
parent
888210ea4a
commit
ab59c0a658
|
@ -1111,6 +1111,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
try
|
||||
{
|
||||
SetInTransit(agent.UUID);
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
|
||||
m_log.DebugFormat(
|
||||
|
@ -1129,8 +1131,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
agent.RemoveFromPhysicalScene();
|
||||
|
||||
SetInTransit(agent.UUID);
|
||||
|
||||
AgentData cAgent = new AgentData();
|
||||
agent.CopyTo(cAgent);
|
||||
cAgent.Position = pos;
|
||||
|
@ -1146,9 +1146,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
|
||||
{
|
||||
// region doesn't take it
|
||||
UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
|
||||
|
||||
ReInstantiateScripts(agent);
|
||||
agent.AddToPhysicalScene(isFlying);
|
||||
ResetFromTransit(agent.UUID);
|
||||
|
||||
return agent;
|
||||
}
|
||||
|
||||
|
@ -1208,7 +1211,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
|
||||
}
|
||||
|
||||
|
||||
// Next, let's close the child agent connections that are too far away.
|
||||
agent.CloseChildAgents(neighbourx, neighboury);
|
||||
|
||||
|
@ -1232,6 +1234,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
m_log.ErrorFormat(
|
||||
"[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}. Exception {3}{4}",
|
||||
agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);
|
||||
|
||||
// TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
|
||||
}
|
||||
|
||||
return agent;
|
||||
|
|
Loading…
Reference in New Issue