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
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3ac6a423f7
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d469bde849
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@ -486,6 +486,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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if (sp.ParentID != (uint)0)
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sp.StandUp();
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// At least on LL 3.3.4, this is not strictly necessary - a teleport will succeed without sending this to
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// the viewer. However, it might mean that the viewer does not see the black teleport screen (untested).
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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@ -561,8 +563,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// So let's wait
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Thread.Sleep(200);
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// At least on LL 3.3.4 for teleports between different regions on the same simulator this appears
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// unnecessary - teleport will succeed and SEED caps will be requested without it (though possibly
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// only on TeleportFinish). This is untested for region teleport between different simulators
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// though this probably also works.
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m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
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}
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else
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{
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@ -4144,8 +4144,9 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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// We have to wait until the viewer contacts this region after receiving EAC.
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// That calls AddNewClient, which finally creates the ScenePresence
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// We have to wait until the viewer contacts this region
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// after receiving the EnableSimulator HTTP Event Queue message. This triggers the viewer to send
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// a UseCircuitCode packet which in turn calls AddNewClient which finally creates the ScenePresence.
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ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
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if (childAgentUpdate != null)
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