estate kick now just kill user connection if on same region. The teleport home we did, does not make much sense, and would need more work anyways

This commit is contained in:
UbitUmarov
2019-02-20 03:05:23 +00:00
parent fdf5274c25
commit b56eb2fe63
3 changed files with 39 additions and 22 deletions

View File

@@ -1677,8 +1677,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendKillObject(List<uint> localIDs)
{
// foreach (uint id in localIDs)
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
// foreach (uint id in localIDs)
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
// remove pending entities to reduce looping chances.
lock (m_entityProps.SyncRoot)
@@ -1702,10 +1702,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if(++nsent >= 200)
{
kill.Header.Reliable = true;
kill.Header.Zerocoded = true;
OutPacket(kill, ThrottleOutPacketType.Task);
perpacket = localIDs.Count - i - 1;
if(perpacket == 0)
break;
@@ -1720,8 +1717,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if(nsent != 0)
{
kill.Header.Reliable = true;
kill.Header.Zerocoded = true;
OutPacket(kill, ThrottleOutPacketType.Task);
}
}
@@ -10047,7 +10042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
UUID.TryParse(Utils.BytesToString(messagePacket.ParamList[1].Parameter), out Prey);
OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey);
OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey, false);
}
return true;
case "teleporthomeallusers":
@@ -10195,7 +10190,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
UUID.TryParse(Utils.BytesToString(messagePacket.ParamList[0].Parameter), out Prey);
OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey);
OnEstateTeleportOneUserHomeRequest(this, invoice, SenderID, Prey, true);
}
return true;