diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index e47c339638..cd588e5d86 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -30,7 +30,6 @@ using System.Collections.Generic; using System.Net; using System.Reflection; using System.Threading; - using OpenSim.Framework; using OpenSim.Framework.Capabilities; using OpenSim.Framework.Client; @@ -595,7 +594,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg)) { -// Thread.Sleep(5000); + // 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. + // However, if this delay is longer, then a viewer can teleport back to this region and experience + // a failure because the old ScenePresence has not yet been cleaned up. + Thread.Sleep(2000); + sp.Close(); sp.Scene.IncomingCloseAgent(sp.UUID); } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e5a9a996ba..91e6e5a452 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1140,9 +1140,19 @@ namespace OpenSim.Region.Framework.Scenes bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); MakeRootAgent(AbsolutePosition, flying); + ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); + +// m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); if ((m_callbackURI != null) && !m_callbackURI.Equals("")) { + // We cannot sleep here since this would hold up the inbound packet processing thread, as + // CompleteMovement() is executed synchronously. However, it might be better to delay the release + // here until we know for sure that the agent is active in this region. Sending AgentMovementComplete + // is not enough for Imprudence clients - there appears to be a small delay (<200ms, <500ms) until they regard this + // region as the current region, meaning that a close sent before then will fail the teleport. +// System.Threading.Thread.Sleep(2000); + m_log.DebugFormat( "[SCENE PRESENCE]: Releasing {0} {1} with callback to {2}", client.Name, client.AgentId, m_callbackURI); @@ -1151,9 +1161,6 @@ namespace OpenSim.Region.Framework.Scenes m_callbackURI = null; } -// m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); - - ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); ValidateAndSendAppearanceAndAgentData(); // Create child agents in neighbouring regions @@ -1168,7 +1175,6 @@ namespace OpenSim.Region.Framework.Scenes friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); } - // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);