moved hacks to scene presence completemovement, possible only needed

there?
avinationmerge
UbitUmarov 2014-08-18 19:41:16 +01:00
parent 73b8dc4183
commit d31f361e89
2 changed files with 10 additions and 10 deletions

View File

@ -3903,16 +3903,6 @@ namespace OpenSim.Region.Framework.Scenes
sp.LifecycleState = ScenePresenceState.Running; sp.LifecycleState = ScenePresenceState.Running;
//HACK part A
// kill in viewers sp.localID that they may still know about
SendKillObject(new List<uint> { sp.LocalId });
//HACK part B
// keep using same localID
if (EntityTransferModule.IsInTransit(sp.UUID)) if (EntityTransferModule.IsInTransit(sp.UUID))
{ {
sp.DoNotCloseAfterTeleport = true; sp.DoNotCloseAfterTeleport = true;

View File

@ -1767,10 +1767,20 @@ namespace OpenSim.Region.Framework.Scenes
// Make sure it's not a login agent. We don't want to wait for updates during login // Make sure it's not a login agent. We don't want to wait for updates during login
if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0) if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
{ {
// Let's wait until UpdateAgent (called by departing region) is done // Let's wait until UpdateAgent (called by departing region) is done
if (!WaitForUpdateAgent(client)) if (!WaitForUpdateAgent(client))
// The sending region never sent the UpdateAgent data, we have to refuse // The sending region never sent the UpdateAgent data, we have to refuse
return; return;
//HACK part A
// kill in viewers sp.localID that they may still know about
m_log.DebugFormat("[CompleteMovement] send old child kills");
m_scene.SendKillObject(new List<uint> { LocalId });
//HACK part B
// keep using same localID
} }
// Prevent teleporting to an underground location // Prevent teleporting to an underground location