[sldev] Point of no return in teleporting?
Soft Noel
soft at softnoel.org
Thu Apr 12 06:38:24 PDT 2007
On Wed, April 11, 2007 6:52 pm, John Hurliman wrote:
> Teleporting in Second Life is something of a gamble. If the grid is
> healthy and concurrency is normal, your teleport will generally always
> succeed and things are fine. However at times like right now, you may or
> may not ever reach your destination, and you may or may not get
> disconnected in the process.
Just in case the bot code is introducing a new problem --
Are you certain you're getting disconnected when using the regular viewer?
I've not had that happen. What I do have happen now and then is that I get
pegged in place, unable to move, which looks a lot like a disconnect.
There's a blob of code that does an early out in send_agent_update() if
the teleport state isn't TELEPORT_NONE. This effectively swallows outbound
movement events once teleport goes active, and the state doesn't seem to
get reset when a teleport fails. I haven't been able to reproduce it with
the debugger attached to verify yet.
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