reduce tp close child agent delay time
parent
b24c669c16
commit
c032724921
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@ -1230,27 +1230,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.MakeChildAgent(destinationHandle);
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sp.MakeChildAgent(destinationHandle);
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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// go by HG hook
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// goes by HG hook
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if (NeedsClosing(reg, OutSideViewRange))
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if (NeedsClosing(reg, OutSideViewRange))
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{
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{
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if (!sp.Scene.IncomingPreCloseClient(sp))
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if (!sp.Scene.IncomingPreCloseClient(sp))
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{
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sp.IsInTransit = false;
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return;
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return;
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}
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// RED ALERT!!!!
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// viewers and target region take extra time to process the tp
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// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
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Thread.Sleep(2000);
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// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
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// BEFORE THEY SETTLE IN THE NEW REGION.
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(15000);
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// OK, it got this agent. Let's close everything
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// If we shouldn't close the agent due to some other region renewing the connection
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// then this will be handled in IncomingCloseAgent under lock conditions
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m_log.DebugFormat(
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m_log.DebugFormat(
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"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
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"[ENTITY TRANSFER MODULE]: Closing agent {0} in {1} after teleport", sp.Name, Scene.Name);
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sp.Scene.CloseAgent(sp.UUID, false);
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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}
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sp.IsInTransit = false;
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sp.IsInTransit = false;
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