minor: add some method doc to ScenePresence fields used for entity transfer, add minor details to some log messages, rename a misleading local variable name.

No functional changes.
This commit is contained in:
Justin Clark-Casey (justincc)
2013-08-07 23:17:31 +01:00
parent a33a1ac958
commit b10710d4a5
4 changed files with 48 additions and 25 deletions

View File

@@ -688,8 +688,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (version.Equals("SIMULATION/0.2"))
TransferAgent_V2(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
else
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
TransferAgent_V1(sp, agentCircuit, reg, finalDestination, endPoint, teleportFlags, oldRegionX, newRegionX, oldRegionY, newRegionY, version, out reason);
}
private void TransferAgent_V1(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination,
@@ -698,7 +697,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
ulong destinationHandle = finalDestination.RegionHandle;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Using TP V1");
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Using TP V1 for {0} going from {1} to {2}",
sp.Name, Scene.Name, finalDestination.RegionName);
// Let's create an agent there if one doesn't exist yet.
// NOTE: logout will always be false for a non-HG teleport.
bool logout = false;
@@ -1079,20 +1081,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (!sp.DoNotCloseAfterTeleport)
{
// OK, it got this agent. Let's close everything
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.RegionInfo.RegionName);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Closing in agent {0} in region {1}", sp.Name, Scene.Name);
sp.CloseChildAgents(newRegionX, newRegionY);
sp.Scene.IncomingCloseAgent(sp.UUID, false);
}
else
{
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.RegionInfo.RegionName);
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Not closing agent {0}, user is back in {0}", sp.Name, Scene.Name);
sp.DoNotCloseAfterTeleport = false;
}
}
else
{
// now we have a child agent in this region.
sp.Reset();
}
}
/// <summary>