do CompleteMovement with InTransit set as core
parent
237075ce21
commit
f9ae7ea2e6
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@ -1646,6 +1646,11 @@ namespace OpenSim.Region.Framework.Scenes
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"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
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"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
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client.Name, Scene.Name, AbsolutePosition);
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client.Name, Scene.Name, AbsolutePosition);
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bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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IsInTransit = true;
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try
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{
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// Make sure it's not a login agent. We don't want to wait for updates during login
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// Make sure it's not a login agent. We don't want to wait for updates during login
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if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
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if (PresenceType != PresenceType.Npc && (m_teleportFlags & TeleportFlags.ViaLogin) == 0)
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{
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{
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@ -1674,7 +1679,7 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = pos;
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AbsolutePosition = pos;
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}
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}
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bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (!MakeRootAgent(AbsolutePosition, flying))
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if (!MakeRootAgent(AbsolutePosition, flying))
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{
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{
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m_log.DebugFormat(
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m_log.DebugFormat(
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@ -1748,7 +1753,11 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
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// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
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// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
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}
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finally
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{
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IsInTransit = false;
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}
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}
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}
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/// <summary>
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/// <summary>
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