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Comment out old Scene.HandleLogOffUserFromGrid() to reduce client clo…

…sing analysis complexity
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1 parent f49912f commit ca228c4770660096bde98fb603e7e295808a2133 @justincc justincc committed Apr 26, 2012
Showing with 35 additions and 35 deletions.
  1. +35 −35 OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3796,41 +3796,41 @@ public bool ChangeCircuitCode(uint oldcc, uint newcc)
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
}
- /// <summary>
- /// The Grid has requested that we log-off a user. Log them off.
- /// </summary>
- /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
- /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
- /// <param name="message">message to display to the user. Reason for being logged off</param>
- public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
- {
- ScenePresence loggingOffUser = GetScenePresence(AvatarID);
- if (loggingOffUser != null)
- {
- UUID localRegionSecret = UUID.Zero;
- bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
-
- // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
- // Will update the user server in a few revisions to use it.
-
- if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
- {
- m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
- loggingOffUser.ControllingClient.Kick(message);
- // Give them a second to receive the message!
- Thread.Sleep(1000);
- loggingOffUser.ControllingClient.Close();
- }
- else
- {
- m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
- }
- }
- else
- {
- m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
- }
- }
+// /// <summary>
+// /// The Grid has requested that we log-off a user. Log them off.
+// /// </summary>
+// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
+// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
+// /// <param name="message">message to display to the user. Reason for being logged off</param>
+// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
+// {
+// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
+// if (loggingOffUser != null)
+// {
+// UUID localRegionSecret = UUID.Zero;
+// bool parsedsecret = UUID.TryParse(m_regInfo.regionSecret, out localRegionSecret);
+//
+// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
+// // Will update the user server in a few revisions to use it.
+//
+// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
+// {
+// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
+// loggingOffUser.ControllingClient.Kick(message);
+// // Give them a second to receive the message!
+// Thread.Sleep(1000);
+// loggingOffUser.ControllingClient.Close();
+// }
+// else
+// {
+// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
+// }
+// }
+// else
+// {
+// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
+// }
+// }
/// <summary>
/// Triggered when an agent crosses into this sim. Also happens on initial login.

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