fix the "I get no textures if I teleport back to a region I've been in
before" issue. This involves the EventQueueGet module so I'm not sure this is the right fix but it appears to work. When the ScenePresence leaves force a close on it. The reuse of the queues doesn't seem to be working, so the forced close causes a new one the next time in. This does appear to work.0.6.1-post-fixes
parent
21b1218737
commit
c8abe037a5
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@ -93,6 +93,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
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scene.EventManager.OnNewClient += OnNewClient;
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scene.EventManager.OnClientClosed += ClientClosed;
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scene.EventManager.OnRemovePresence += ClientClosed;
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scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel;
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scene.EventManager.OnMakeChildAgent += MakeChildAgent;
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scene.EventManager.OnRegisterCaps += OnRegisterCaps;
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@ -170,12 +171,13 @@ namespace OpenSim.Region.Environment.Modules.Framework
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private void ClientClosed(IClientAPI client)
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{
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m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", client.AgentId, m_scene.RegionInfo.RegionName);
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ClientClosed(client.AgentId);
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}
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private void ClientClosed(UUID AgentID)
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{
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m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", AgentID, m_scene.RegionInfo.RegionName);
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lock (queues)
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{
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queues.Remove(AgentID);
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@ -319,7 +321,7 @@ namespace OpenSim.Region.Environment.Modules.Framework
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if (element == null)
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{
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m_log.ErrorFormat("[EVENTQUEUE]: Failed to process queue");
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// m_log.ErrorFormat("[EVENTQUEUE]: Failed to process queue");
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if (thisID == -1) // close-request
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{
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responsedata["int_response_code"] = 404;
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