Applying diva's revert patch. Reverts closing child agents and makes

TP more reliable again.
0.6.1-post-fixes
Melanie Thielker 2008-12-10 01:37:31 +00:00
parent dae84498ed
commit e8a43b136b
3 changed files with 6 additions and 31 deletions

View File

@ -2887,11 +2887,11 @@ namespace OpenSim.Region.Environment.Scenes
capsPaths[agent.AgentID] = agent.CapsPath;
AddCapsHandler(agent.AgentID);
if (!agent.child)
{
AddCapsHandler(agent.AgentID);
// Honor parcel landing type and position.
ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
if (land != null)
@ -3108,18 +3108,7 @@ namespace OpenSim.Region.Environment.Scenes
// }
// Tell a single agent to disconnect from the region.
// This sends DisableSimulator over UDP, but that doesn't seem to be working
// well with the latest LL viewer, so we're sending it also via the EQ
presence.ControllingClient.SendShutdownConnectionNotice();
IEventQueue eq = RequestModuleInterface<IEventQueue>();
if (eq != null)
{
OSD Item = EventQueueHelper.DisableSimulator(m_regInfo.RegionHandle);
eq.Enqueue(Item, agentID);
m_log.Debug("[Scene]: Enqueuing DisableSimulator for " + agentID + " in region " + m_regInfo.RegionName);
Thread.Sleep(2000);
}
RemoveCapsHandler(agentID);
presence.ControllingClient.Close(true);
}

View File

@ -675,7 +675,7 @@ namespace OpenSim.Region.Environment.Scenes
// the avatar.Close below will clear the child region list. We need this below for (possibly)
// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
//List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
List<ulong> childRegions = new List<ulong>(avatar.GetKnownRegionList());
// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
// failure at this point (unlike a border crossing failure). So perhaps this can never fail
// once we reach here...
@ -727,28 +727,17 @@ namespace OpenSim.Region.Environment.Scenes
KiPrimitive(avatar.LocalId);
}
avatar.Close();
uint newRegionX = (uint)(reg.RegionHandle >> 40);
uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
// Let's close some children agents
avatar.CloseChildAgents(newRegionX, newRegionY);
avatar.Close();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
// This is a little too fast of a distance computation... it's not consistent with the rule
// of having child agents in exactly the adjacent regions. Some topologies result in orphan
// children
//if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
//if (((int)Math.Abs((int)(newRegionX - oldRegionX)) > 1) || ((int)Math.Abs((int)(newRegionY - oldRegionY)) > 1))
if (Util.IsOutsideView(oldRegionX, newRegionX, oldRegionY, newRegionY))
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
{
//SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
//SendCloseChildAgentConnections(avatar.UUID, childRegions);
SendCloseChildAgentConnections(avatar.UUID, childRegions);
CloseConnection(avatar.UUID);
}

View File

@ -2385,9 +2385,6 @@ namespace OpenSim.Region.Environment.Scenes
CrossAttachmentsIntoNewRegion(neighbourHandle, true);
// Next, let's close the child agent connections that are too far away.
CloseChildAgents(neighbourx, neighboury);
// m_scene.SendKillObject(m_localId);
m_scene.NotifyMyCoarseLocationChange();