Fixes mantis #4622.
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49f4becdae
commit
b7e6b58857
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@ -3355,7 +3355,6 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void RegisterCommsEvents()
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{
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m_sceneGridService.OnExpectUser += HandleNewUserConnection;
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m_sceneGridService.OnAvatarCrossingIntoRegion += AgentCrossing;
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m_sceneGridService.OnCloseAgentConnection += IncomingCloseAgent;
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//m_eventManager.OnRegionUp += OtherRegionUp;
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@ -3376,7 +3375,6 @@ namespace OpenSim.Region.Framework.Scenes
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//m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
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//m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
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//m_eventManager.OnRegionUp -= OtherRegionUp;
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m_sceneGridService.OnExpectUser -= HandleNewUserConnection;
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m_sceneGridService.OnAvatarCrossingIntoRegion -= AgentCrossing;
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m_sceneGridService.OnCloseAgentConnection -= IncomingCloseAgent;
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m_sceneGridService.OnGetLandData -= GetLandData;
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@ -3388,22 +3386,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.WarnFormat("[SCENE]: Deregister from grid failed for region {0}", m_regInfo.RegionName);
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}
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/// <summary>
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/// A handler for the SceneCommunicationService event, to match that events return type of void.
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/// Use NewUserConnection() directly if possible so the return type can refuse connections.
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/// At the moment nothing actually seems to use this event,
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/// as everything is switching to calling the NewUserConnection method directly.
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///
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/// Now obsoleting this because it doesn't handle teleportFlags propertly
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///
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/// </summary>
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/// <param name="agent"></param>
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[Obsolete("Please call NewUserConnection directly.")]
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public void HandleNewUserConnection(AgentCircuitData agent)
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{
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string reason;
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NewUserConnection(agent, 0, out reason);
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}
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/// <summary>
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/// Do the work necessary to initiate a new user connection for a particular scene.
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@ -3465,13 +3447,22 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence sp = GetScenePresence(agent.AgentID);
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if (sp != null)
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{
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m_log.DebugFormat(
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"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
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agent.AgentID, RegionInfo.RegionName);
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if (sp.IsChildAgent)
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{
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m_log.DebugFormat(
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"[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
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agent.AgentID, RegionInfo.RegionName);
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sp.AdjustKnownSeeds();
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sp.AdjustKnownSeeds();
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return true;
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return true;
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}
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else
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{
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// We have a zombie from a crashed session. Kill it.
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m_log.DebugFormat("[SCENE]: Zombie scene presence detected for {0} in {1}", agent.AgentID, RegionInfo.RegionName);
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sp.ControllingClient.Close();
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}
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}
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CapsModule.AddCapsHandler(agent.AgentID);
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