Applying diva's revert patch. Reverts closing child agents and makes
TP more reliable again.0.6.1-post-fixes
parent
dae84498ed
commit
e8a43b136b
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@ -2887,11 +2887,11 @@ namespace OpenSim.Region.Environment.Scenes
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capsPaths[agent.AgentID] = agent.CapsPath;
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AddCapsHandler(agent.AgentID);
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if (!agent.child)
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{
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AddCapsHandler(agent.AgentID);
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// Honor parcel landing type and position.
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ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
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if (land != null)
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@ -3108,18 +3108,7 @@ namespace OpenSim.Region.Environment.Scenes
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// }
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// Tell a single agent to disconnect from the region.
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// This sends DisableSimulator over UDP, but that doesn't seem to be working
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// well with the latest LL viewer, so we're sending it also via the EQ
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presence.ControllingClient.SendShutdownConnectionNotice();
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IEventQueue eq = RequestModuleInterface<IEventQueue>();
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if (eq != null)
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{
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OSD Item = EventQueueHelper.DisableSimulator(m_regInfo.RegionHandle);
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eq.Enqueue(Item, agentID);
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m_log.Debug("[Scene]: Enqueuing DisableSimulator for " + agentID + " in region " + m_regInfo.RegionName);
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Thread.Sleep(2000);
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}
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RemoveCapsHandler(agentID);
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presence.ControllingClient.Close(true);
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}
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@ -675,7 +675,7 @@ namespace OpenSim.Region.Environment.Scenes
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// the avatar.Close below will clear the child region list. We need this below for (possibly)
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// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
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//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
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// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
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// failure at this point (unlike a border crossing failure). So perhaps this can never fail
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// once we reach here...
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@ -727,28 +727,17 @@ namespace OpenSim.Region.Environment.Scenes
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KiPrimitive(avatar.LocalId);
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}
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avatar.Close();
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uint newRegionX = (uint)(reg.RegionHandle >> 40);
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uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
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uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
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uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
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// Let's close some children agents
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avatar.CloseChildAgents(newRegionX, newRegionY);
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avatar.Close();
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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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// This is a little too fast of a distance computation... it's not consistent with the rule
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// of having child agents in exactly the adjacent regions. Some topologies result in orphan
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// children
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//if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
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//if (((int)Math.Abs((int)(newRegionX - oldRegionX)) > 1) || ((int)Math.Abs((int)(newRegionY - oldRegionY)) > 1))
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if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
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if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
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{
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//SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
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//SendCloseChildAgentConnections(avatar.UUID, childRegions);
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SendCloseChildAgentConnections(avatar.UUID, childRegions);
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CloseConnection(avatar.UUID);
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}
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@ -2385,9 +2385,6 @@ namespace OpenSim.Region.Environment.Scenes
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CrossAttachmentsIntoNewRegion(neighbourHandle, true);
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// Next, let's close the child agent connections that are too far away.
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CloseChildAgents(neighbourx, neighboury);
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// m_scene.SendKillObject(m_localId);
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m_scene.NotifyMyCoarseLocationChange();
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