void OpenSimWorldSession::HandleLoginStateChange(int state) { ProtocolUtilities::Connection::State loginState = (ProtocolUtilities::Connection::State)state; ProtocolModuleOpenSim::LogDebug("OpenSim login in process: " + NetworkStateToString(loginState)); if (loginState == ProtocolUtilities::Connection::STATE_LOGIN_FAILED) { emit LoginFailed(networkOpensim_.lock()->GetLoginWorker()->GetErrorMessage().c_str()); } else if (loginState == ProtocolUtilities::Connection::STATE_CONNECTED) { emit LoginSuccessful(); } }
void RealXtendWorldSession::HandleLoginStateChange(int state) { ProtocolUtilities::Connection::State loginState = (ProtocolUtilities::Connection::State)state; ProtocolModuleOpenSim::LogDebug("RexAuth login in process: " + NetworkStateToString(loginState)); if (loginState == ProtocolUtilities::Connection::STATE_LOGIN_FAILED) { // Dont emit this if we are already connected, the state change might be false from // another worker thread "instance" or thread run of the constuctor. // Caused crashes after teleports without the check! if (networkOpensim_.lock()->GetLoginWorker()->GetState() != ProtocolUtilities::Connection::STATE_CONNECTED) emit LoginFailed(networkOpensim_.lock()->GetLoginWorker()->GetErrorMessage().c_str()); } else if (loginState == ProtocolUtilities::Connection::STATE_CONNECTED) { emit LoginSuccessful(); } }