The previous commit did fix the infinity problem! I'm putting the same time on TP_V1 and adding a big red warning on top of those lines.

TeleportWork
Diva Canto 2013-07-24 14:22:59 -07:00
parent 46d017b197
commit f0320f5652
1 changed files with 13 additions and 7 deletions

View File

@ -916,13 +916,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
// they regard the new region as the current region after receiving the AgentMovementComplete
// response. If close is sent before then, it will cause the viewer to quit instead.
//
// This sleep can be increased if necessary. However, whilst it's active,
// an agent cannot teleport back to this region if it has teleported away.
Thread.Sleep(2000);
// RED ALERT!!!!
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
// BEFORE THEY SETTLE IN THE NEW REGION.
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(5000);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}
@ -1048,6 +1048,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
// RED ALERT!!!!
// PLEASE DO NOT DECREASE THIS WAIT TIME UNDER ANY CIRCUMSTANCES.
// THE VIEWERS SEEM TO NEED SOME TIME AFTER RECEIVING MoveAgentIntoRegion
// BEFORE THEY SETTLE IN THE NEW REGION.
// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
Thread.Sleep(5000);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}