minor: Add/correct some doc messages associated with entity teleport.

I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish().  However, we will continue to send it.
connector_plugin
Justin Clark-Casey (justincc) 2012-10-16 01:20:41 +01:00
parent 3ac6a423f7
commit d469bde849
2 changed files with 9 additions and 3 deletions

View File

@ -486,6 +486,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (sp.ParentID != (uint)0)
sp.StandUp();
// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
sp.ControllingClient.SendTeleportStart(teleportFlags);
// the avatar.Close below will clear the child region list. We need this below for (possibly)
@ -561,8 +563,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// So let's wait
Thread.Sleep(200);
// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
// only on TeleportFinish). This is untested for region teleport between different simulators
// though this probably also works.
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
}
else
{

View File

@ -4144,8 +4144,9 @@ namespace OpenSim.Region.Framework.Scenes
return false;
}
// We have to wait until the viewer contacts this region after receiving EAC.
// That calls AddNewClient, which finally creates the ScenePresence
// We have to wait until the viewer contacts this region
// after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send
// a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null)