[sldev] Point of no return in teleporting?

Jesse Nesbitt mindtriggerz at gmail.com
Thu Apr 12 06:43:21 PDT 2007


I've been disconnected many times while teleporting, especially at times of
high grid load. I may do some "point of no return" testing sometime this
weekend, but no guarantees that I'll get around to it. >.<

On 4/12/07, Soft Noel <soft at softnoel.org> wrote:
>
> 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.
>
>
> _______________________________________________
> Click here to unsubscribe or manage your list subscription:
> /index.html
>



-- 
--Jesse
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.secondlife.com/pipermail/sldev/attachments/20070412/f7c3b943/attachment.htm


More information about the SLDev mailing list