AgentCircuitManager: always remove possible old one on add
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				|  | @ -89,6 +89,7 @@ namespace OpenSim.Framework | |||
|         /// <param name="agentData"></param> | ||||
|         public virtual void AddNewCircuit(uint circuitCode, AgentCircuitData agentData) | ||||
|         { | ||||
|             RemoveCircuit(agentData.AgentID); // no duplications | ||||
|             m_agentCircuits[circuitCode] = agentData; | ||||
|             m_agentCircuitsByUUID[agentData.AgentID] = agentData; | ||||
|         } | ||||
|  |  | |||
|  | @ -4097,10 +4097,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                     if (cache != null) | ||||
| //                        cache.Remove(acd.firstname + " " + acd.lastname); | ||||
|                         cache.Remove(acd.AgentID); | ||||
| 
 | ||||
|                     // Remove any preexisting circuit - we don't want duplicates | ||||
|                     // This is a stab at preventing avatar "ghosting" | ||||
|                     m_authenticateHandler.RemoveCircuit(acd.AgentID); | ||||
|                 } | ||||
| 
 | ||||
|                 m_authenticateHandler.AddNewCircuit(acd.circuitcode, acd); | ||||
|  | @ -4774,8 +4770,10 @@ Label_GroupsDone: | |||
|                     // and since they don't get cleaned up they will stick | ||||
|                     // around until region restart. So, if there is no SP, | ||||
|                     // remove the client as well. | ||||
|                     IClientAPI client = null; | ||||
|                     if (m_clientManager.TryGetValue(agentID, out client)) | ||||
|                     if (m_authenticateHandler != null) | ||||
|                         m_authenticateHandler.RemoveCircuit(agentID); | ||||
| 
 | ||||
|                     if (m_clientManager.TryGetValue(agentID, out IClientAPI client)) | ||||
|                     { | ||||
|                         m_clientManager.Remove(agentID); | ||||
|                         if (CapsModule != null) | ||||
|  |  | |||
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