diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 9766a25da4..d0aead5a7c 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -210,6 +210,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName, e.Message, e.StackTrace); + // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail. + ResetFromTransit(sp.UUID); + sp.ControllingClient.SendTeleportFailed("Internal error"); } } @@ -384,7 +387,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return; } - if (IsInTransit(sp.UUID)) // Avie is already on the way. Caller shouldn't do this. + if (!SetInTransit(sp.UUID)) // Avie is already on the way. Caller shouldn't do this. { m_log.DebugFormat( "[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.", @@ -432,8 +435,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (!m_aScene.SimulationService.QueryAccess(finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) { sp.ControllingClient.SendTeleportFailed("Teleport failed: " + reason); + ResetFromTransit(sp.UUID); + return; } + m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version); sp.ControllingClient.SendTeleportStart(teleportFlags); @@ -473,13 +479,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer bool logout = false; if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout)) { - sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", - reason)); + sp.ControllingClient.SendTeleportFailed( + String.Format("Teleport refused: {0}", reason)); + ResetFromTransit(sp.UUID); + return; } // OK, it got this agent. Let's close some child agents sp.CloseChildAgents(newRegionX, newRegionY); + IClientIPEndpoint ipepClient; if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY)) { @@ -516,8 +525,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); } - SetInTransit(sp.UUID); - // Let's send a full update of the agent. This is a synchronous call. AgentData agent = new AgentData(); sp.CopyTo(agent); @@ -1956,25 +1963,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return count > 0; } - protected void SetInTransit(UUID id) + /// + /// Set that an agent is in the process of being teleported. + /// + /// The ID of the agent being teleported + /// true if the agent was not already in transit, false if it was + protected bool SetInTransit(UUID id) { lock (m_agentsInTransit) { if (!m_agentsInTransit.Contains(id)) + { m_agentsInTransit.Add(id); - } - } - - protected bool IsInTransit(UUID id) - { - lock (m_agentsInTransit) - { - if (m_agentsInTransit.Contains(id)) return true; + } } + return false; } + /// + /// Show whether the given agent is being teleported. + /// + /// true if the agent is in the process of being teleported, false otherwise. + /// The agent ID + protected bool IsInTransit(UUID id) + { + lock (m_agentsInTransit) + return m_agentsInTransit.Contains(id); + } + + /// + /// Set that an agent is no longer being teleported. + /// + /// + /// + /// true if the agent was flagged as being teleported when this method was called, false otherwise + /// protected bool ResetFromTransit(UUID id) { lock (m_agentsInTransit) @@ -1985,6 +2010,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer return true; } } + return false; }