dont do for children what is for growups ( root agents) ( needs check)

avinationmerge
UbitUmarov 2014-08-09 15:12:02 +01:00
parent 74efe1e393
commit dc7b9c1cc3
1 changed files with 39 additions and 47 deletions

View File

@ -1838,19 +1838,13 @@ namespace OpenSim.Region.Framework.Scenes
// send initial land overlay and parcel // send initial land overlay and parcel
ILandChannel landch = m_scene.LandChannel; ILandChannel landch = m_scene.LandChannel;
if (landch != null) if (landch != null)
{
landch.sendClientInitialLandInfo(client); landch.sendClientInitialLandInfo(client);
if (!IsChildAgent) if (!IsChildAgent)
{ {
newhide = m_currentParcelHide; newhide = m_currentParcelHide;
m_currentParcelHide = false; m_currentParcelHide = false;
}
}
// send agentData to all clients including us (?)
// get appearance
// if in cache sent it to all clients
// send what we have to us, even if not in cache ( bad? )
ValidateAndSendAppearanceAndAgentData(); ValidateAndSendAppearanceAndAgentData();
// attachments // attachments
@ -1881,17 +1875,15 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
} }
// m_log.DebugFormat(
// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
// Create child agents in neighbouring regions // Create child agents in neighbouring regions
if (openChildAgents && !IsChildAgent) if (openChildAgents)
{ {
IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
if (m_agentTransfer != null) if (m_agentTransfer != null)
m_agentTransfer.EnableChildAgents(this); m_agentTransfer.EnableChildAgents(this);
} }
}
// send the rest of the world // send the rest of the world
if (m_teleportFlags > 0 && !isNPC) if (m_teleportFlags > 0 && !isNPC)