From e1404adac6597154f207af97fd3e3e67aaac8aa7 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 17:23:52 -0700 Subject: [PATCH] That also didn't work. Revert "One last thing before I stop on this: now not sending ES and EAC to the viewer. Looking in GridProxy, I don't see those messages in the Linden grid." This reverts commit 1d27c9f4d1e304c1c60945065053a304d29b285c. --- .../EntityTransfer/EntityTransferModule.cs | 44 +++++++++---------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 916b4047f9..344c8d7f46 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -744,30 +744,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer #endregion capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); - //if (m_eqModule != null) - //{ - // // The EnableSimulator message makes the client establish a connection with the destination - // // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the - // // correct circuit code. - // m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); + if (m_eqModule != null) + { + // The EnableSimulator message makes the client establish a connection with the destination + // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the + // correct circuit code. + m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); - // // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination - // // simulator to confirm that it has established communication with the viewer. - // Thread.Sleep(200); + // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination + // simulator to confirm that it has established communication with the viewer. + 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 - //{ - // // XXX: This is a little misleading since we're information the client of its avatar destination, - // // which may or may not be a neighbour region of the source region. This path is probably little - // // used anyway (with EQ being the one used). But it is currently being used for test code. - // sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); - //} + // 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 + { + // XXX: This is a little misleading since we're information the client of its avatar destination, + // which may or may not be a neighbour region of the source region. This path is probably little + // used anyway (with EQ being the one used). But it is currently being used for test code. + sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); + } } else {