Esempio n. 1
0
 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();
     }
 }
Esempio n. 2
0
 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();
     }
 }