minor: On teleport, signal a child agent before we send the viewer TeleportFinish in order to avoid a theoretical race condition when teleporting to a neighbour.
If we do this after TeleportFinish, then it's possible for a neighbour destination to request the source to create a child agent whilst its still treated as root. This closes the original presence which we don't really want to do. This is probably okay (albeit with warnings on the console) but afaics there's no reason not to move the child agent signal.user_profiles
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@ -686,6 +686,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
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capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
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// We need to set this here to avoid an unlikely race condition when teleporting to a neighbour simulator,
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// where that neighbour simulator could otherwise request a child agent create on the source which then
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// closes our existing agent which is still signalled as root.
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sp.IsChildAgent = true;
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if (m_eqModule != null)
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{
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m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
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@ -696,9 +701,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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teleportFlags, capsPath);
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}
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// Let's set this to true tentatively. This does not trigger OnChildAgent
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sp.IsChildAgent = true;
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// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
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// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
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// that the client contacted the destination before we close things here.
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@ -731,8 +733,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Now let's make it officially a child agent
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sp.MakeChildAgent();
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// sp.Scene.CleanDroppedAttachments();
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// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
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if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
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