diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 8ce6bb4cf1..3f1686c5e8 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -916,13 +916,13 @@ 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(15000); + // 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); sp.Scene.IncomingCloseAgent(sp.UUID, false); }