diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 781fc400e5..d8fab4b1bd 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -1115,6 +1115,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // in no close. sp.DoNotCloseAfterTeleport = false; + sp.HasMovedAway(); + // Send the Update. If this returns true, we know the client has contacted the destination // via CompleteMovementIntoRegion, so we can let go. // If it returns false, something went wrong, and we need to abort. @@ -1141,6 +1143,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp); +// sp.HasMovedAway(); + // Need to signal neighbours whether child agents may need closing irrespective of whether this // one needed closing. We also need to close child agents as quickly as possible to avoid complicated // race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back @@ -1149,7 +1153,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer // abandoned without proper close by viewer but then re-used by an incoming connection. sp.CloseChildAgents(newRegionX, newRegionY); - sp.HasMovedAway(); // May need to logout or other cleanup // AgentHasMovedAway(sp, logout); // AgentHasMovedAway(sp, true);