Fix bug where users teleporting to non-neighbour regions could continue to hear chat from their source region for some time after teleport completion.

This occurs on v2 teleport since the source region now waits 15 secs before closing the old child agent, which could still receive chat.
This commit introduces a ScenePresenceState.PreClose which is set before the wait, so that ChatModule can check for ScenePresenceState.Running.
This was theoretically also an issue on v1 teleport but since the pause before close was only 2 secs there, it was not noticed.
This commit is contained in:
Justin Clark-Casey (justincc)
2013-09-02 19:15:10 +01:00
parent 5ce5ce6edb
commit 857f24a5e2
5 changed files with 85 additions and 15 deletions

View File

@@ -37,7 +37,8 @@ namespace OpenSim.Region.Framework.Scenes
/// This is a state machine.
///
/// [Entry] => Running
/// Running => Removing
/// Running => PreRemove, Removing
/// PreRemove => Running, Removing
/// Removing => Removed
///
/// All other methods should only see the scene presence in running state - this is the normal operational state
@@ -46,6 +47,7 @@ namespace OpenSim.Region.Framework.Scenes
public enum ScenePresenceState
{
Running, // Normal operation state. The scene presence is available.
PreRemove, // The presence is due to be removed but can still be returning to running.
Removing, // The presence is in the process of being removed from the scene via Scene.RemoveClient.
Removed, // The presence has been removed from the scene and is effectively dead.
// There is no exit from this state.
@@ -80,8 +82,17 @@ namespace OpenSim.Region.Framework.Scenes
lock (this)
{
if (newState == ScenePresenceState.Removing && m_state == ScenePresenceState.Running)
if (newState == m_state)
return;
else if (newState == ScenePresenceState.Running && m_state == ScenePresenceState.PreRemove)
transitionOkay = true;
else if (newState == ScenePresenceState.PreRemove && m_state == ScenePresenceState.Running)
transitionOkay = true;
else if (newState == ScenePresenceState.Removing)
{
if (m_state == ScenePresenceState.Running || m_state == ScenePresenceState.PreRemove)
transitionOkay = true;
}
else if (newState == ScenePresenceState.Removed && m_state == ScenePresenceState.Removing)
transitionOkay = true;
}