Try disabling the inconsistent attachment state check to see if this actually has an impact.

The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
This commit is contained in:
Justin Clark-Casey (justincc)
2011-09-05 23:42:37 +01:00
parent 5e579b71fd
commit cf73afec35
3 changed files with 27 additions and 23 deletions

View File

@@ -209,7 +209,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sp.Teleport(position);
foreach (SceneObjectGroup grp in sp.GetAttachments())
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
{
if (grp.IsDeleted)
sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
}
}
else // Another region possibly in another simulator
{
@@ -326,11 +329,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (sp.ParentID != (uint)0)
sp.StandUp();
if (!sp.ValidateAttachments())
{
sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
return;
}
// if (!sp.ValidateAttachments())
// {
// sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
// return;
// }
string reason;
string version;
@@ -944,8 +947,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
Scene m_scene = agent.Scene;
if (neighbourRegion != null && agent.ValidateAttachments())
if (neighbourRegion != null)
{
agent.ValidateAttachments();
pos = pos + (agent.Velocity);
SetInTransit(agent.UUID);
@@ -1763,16 +1768,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
List<SceneObjectGroup> m_attachments = sp.GetAttachments();
// Validate
foreach (SceneObjectGroup gobj in m_attachments)
{
if (gobj == null || gobj.IsDeleted)
return false;
}
// foreach (SceneObjectGroup gobj in m_attachments)
// {
// if (gobj == null || gobj.IsDeleted)
// return false;
// }
foreach (SceneObjectGroup gobj in m_attachments)
{
// If the prim group is null then something must have happened to it!
if (gobj != null)
if (gobj != null && !gobj.IsDeleted)
{
// Set the parent localID to 0 so it transfers over properly.
gobj.RootPart.SetParentLocalId(0);