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 1d27c9f4d1.
cpu-performance
Diva Canto 2013-07-21 17:23:52 -07:00
parent 1d27c9f4d1
commit e1404adac6
1 changed files with 22 additions and 22 deletions

View File

@ -744,30 +744,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
#endregion #endregion
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath); capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
//if (m_eqModule != null) if (m_eqModule != null)
//{ {
// // The EnableSimulator message makes the client establish a connection with the destination // 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 // simulator by sending the initial UseCircuitCode UDP packet to the destination containing the
// // correct circuit code. // correct circuit code.
// m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID); m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
// // XXX: Is this wait necessary? We will always end up waiting on UpdateAgent for the destination // 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. // simulator to confirm that it has established communication with the viewer.
// Thread.Sleep(200); Thread.Sleep(200);
// // At least on LL 3.3.4 for teleports between different regions on the same simulator this appears // 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 // 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 // only on TeleportFinish). This is untested for region teleport between different simulators
// // though this probably also works. // though this probably also works.
// m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
//} }
//else else
//{ {
// // XXX: This is a little misleading since we're information the client of its avatar destination, // 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 // 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. // used anyway (with EQ being the one used). But it is currently being used for test code.
// sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint); sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
//} }
} }
else else
{ {