moved hacks to scene presence completemovement, possible only needed
there?avinationmerge
parent
73b8dc4183
commit
d31f361e89
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@ -3903,16 +3903,6 @@ namespace OpenSim.Region.Framework.Scenes
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sp.LifecycleState = ScenePresenceState.Running;
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//HACK part A
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// kill in viewers sp.localID that they may still know about
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SendKillObject(new List<uint> { sp.LocalId });
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//HACK part B
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// keep using same localID
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if (EntityTransferModule.IsInTransit(sp.UUID))
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{
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sp.DoNotCloseAfterTeleport = true;
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@ -1767,10 +1767,20 @@ namespace OpenSim.Region.Framework.Scenes
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// Make sure it's not a login agent. We don't want to wait for updates during login
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if (!isNPC && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
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{
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// Let's wait until UpdateAgent (called by departing region) is done
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if (!WaitForUpdateAgent(client))
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// The sending region never sent the UpdateAgent data, we have to refuse
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return;
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//HACK part A
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// kill in viewers sp.localID that they may still know about
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m_log.DebugFormat("[CompleteMovement] send old child kills");
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m_scene.SendKillObject(new List<uint> { LocalId });
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//HACK part B
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// keep using same localID
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}
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// Prevent teleporting to an underground location
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