* Spring cleaning on Region.Environment.

* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
This commit is contained in:
Adam Frisby
2008-05-01 16:35:00 +00:00
parent 01f31fd933
commit 13526097f2
76 changed files with 4181 additions and 4314 deletions

View File

@@ -43,13 +43,47 @@ namespace OpenSim.Region.Environment.Scenes
public class SceneCommunicationService //one instance per region
{
#region Delegates
public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle);
public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
public delegate void SendCloseChildAgentDelegate(LLUUID agentID, List<ulong> regionlst);
#endregion
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public string _debugRegionName = String.Empty;
private AgentCrossing handlerAvatarCrossingIntoRegion; // OnAvatarCrossingIntoRegion;
private ChildAgentUpdate handlerChildAgentUpdate; // OnChildAgentUpdate;
private CloseAgentConnection handlerCloseAgentConnection; // OnCloseAgentConnection;
private ExpectPrimDelegate handlerExpectPrim; // OnExpectPrim;
private ExpectUserDelegate handlerExpectUser; // OnExpectUser;
private PrimCrossing handlerPrimCrossingIntoRegion; // OnPrimCrossingIntoRegion;
private RegionUp handlerRegionUp; // OnRegionUp;
private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar; // OnRemoveKnownRegionFromAvatar;
public KillObjectDelegate KillObject;
protected CommunicationsManager m_commsProvider;
protected RegionInfo m_regionInfo;
protected RegionCommsListener regionCommsHost;
public SceneCommunicationService(CommunicationsManager commsMan)
{
m_commsProvider = commsMan;
m_commsProvider.GridService.gdebugRegionName = _debugRegionName;
m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName;
}
public string debugRegionName
{
get { return _debugRegionName; }
set { _debugRegionName = value; }
}
public event AgentCrossing OnAvatarCrossingIntoRegion;
public event ExpectUserDelegate OnExpectUser;
public event ExpectPrimDelegate OnExpectPrim;
@@ -59,31 +93,6 @@ namespace OpenSim.Region.Environment.Scenes
public event ChildAgentUpdate OnChildAgentUpdate;
public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
private AgentCrossing handlerAvatarCrossingIntoRegion = null; // OnAvatarCrossingIntoRegion;
private ExpectUserDelegate handlerExpectUser = null; // OnExpectUser;
private ExpectPrimDelegate handlerExpectPrim = null; // OnExpectPrim;
private CloseAgentConnection handlerCloseAgentConnection = null; // OnCloseAgentConnection;
private PrimCrossing handlerPrimCrossingIntoRegion = null; // OnPrimCrossingIntoRegion;
private RegionUp handlerRegionUp = null; // OnRegionUp;
private ChildAgentUpdate handlerChildAgentUpdate = null; // OnChildAgentUpdate;
private RemoveKnownRegionsFromAvatarList handlerRemoveKnownRegionFromAvatar = null; // OnRemoveKnownRegionFromAvatar;
public KillObjectDelegate KillObject;
public string _debugRegionName = String.Empty;
public string debugRegionName
{
get { return _debugRegionName; }
set { _debugRegionName = value; }
}
public SceneCommunicationService(CommunicationsManager commsMan)
{
m_commsProvider = commsMan;
m_commsProvider.GridService.gdebugRegionName = _debugRegionName;
m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName;
}
public void RegisterRegion(RegionInfo regionInfos)
{
m_regionInfo = regionInfos;
@@ -99,7 +108,7 @@ namespace OpenSim.Region.Environment.Scenes
regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
regionCommsHost.OnCloseAgentConnection += CloseConnection;
regionCommsHost.OnRegionUp += newRegionUp;
regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
}
else
{
@@ -122,218 +131,6 @@ namespace OpenSim.Region.Environment.Scenes
}
}
#region CommsManager Event handlers
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
///
protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
handlerExpectUser = OnExpectUser;
if (handlerExpectUser != null)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
handlerExpectUser(regionHandle, agent);
}
}
protected bool newRegionUp(RegionInfo region)
{
handlerRegionUp = OnRegionUp;
if (handlerRegionUp != null)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
handlerRegionUp(region);
}
return true;
}
protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
handlerChildAgentUpdate = OnChildAgentUpdate;
if (handlerChildAgentUpdate != null)
handlerChildAgentUpdate(regionHandle, cAgentData);
return true;
}
protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion;
if (handlerAvatarCrossingIntoRegion != null)
{
handlerAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying);
}
}
protected bool IncomingPrimCrossing(ulong regionHandle, LLUUID primID, String objXMLData, int XMLMethod)
{
handlerExpectPrim = OnExpectPrim;
if (handlerExpectPrim != null)
{
return handlerExpectPrim(regionHandle, primID, objXMLData, XMLMethod);
}
else
{
return false;
}
}
protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical)
{
handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion;
if (handlerPrimCrossingIntoRegion != null)
{
handlerPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical);
}
}
protected bool CloseConnection(ulong regionHandle, LLUUID agentID)
{
m_log.Info("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID.ToString());
handlerCloseAgentConnection = OnCloseAgentConnection;
if (handlerCloseAgentConnection != null)
{
return handlerCloseAgentConnection(regionHandle, agentID);
}
return false;
}
#endregion
#region Inform Client of Neighbours
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint);
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
/// <summary>
/// Async compnent for informing client of which neighbours exists
/// </summary>
/// <remarks>
/// This needs to run asynchronesously, as a network timeout may block the thread for a long while
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="a"></param>
/// <param name="regionHandle"></param>
/// <param name="endPoint"></param>
private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle,
IPEndPoint endPoint)
{
m_log.Info("[INTERGRID]: Starting to inform client about neighbours");
bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a);
if (regionAccepted)
{
avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint);
avatar.AddNeighbourRegion(regionHandle);
m_log.Info("[INTERGRID]: Completed inform client about neighbours");
}
}
public void RequestNeighbors(RegionInfo region)
{
List<SimpleRegionInfo> neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
//IPEndPoint blah = new IPEndPoint();
//blah.Address = region.RemotingAddress;
//blah.Port = region.RemotingPort;
}
/// <summary>
/// This informs all neighboring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
{
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
for (int i = 0; i < lstneighbours.Count; i++)
{
// We don't want to keep sending to regions that consistently fail on comms.
if (!(lstneighbours[i].commFailTF))
{
neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
}
}
// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[REGIONINFO]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
neighbours[i].ExternalHostName,
neighbours[i].RegionHandle,
neighbours[i].RegionLocX,
neighbours[i].RegionLocY,
e);
// FIXME: Okay, even though we've failed, we're still going to throw the exception on,
// since I don't know what will happen if we just let the client continue
// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
// throw e;
}
}
}
}
/// <summary>
/// This informs a single neighboring region about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
#endregion
public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle);
private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
{
InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
@@ -390,8 +187,6 @@ namespace OpenSim.Region.Environment.Scenes
//bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
}
public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
/// <summary>
/// This informs all neighboring regions about the settings of it's child agent.
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
@@ -422,7 +217,6 @@ namespace OpenSim.Region.Environment.Scenes
{
// We're ignoring a collection was modified error because this data gets old and outdated fast.
}
}
private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
@@ -435,20 +229,17 @@ namespace OpenSim.Region.Environment.Scenes
{
// This assumes that we know what our neighbors are.
SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
d.BeginInvoke(cAgentData,presence,
d.BeginInvoke(cAgentData, presence,
SendChildAgentDataUpdateCompleted,
d);
}
public delegate void SendCloseChildAgentDelegate( LLUUID agentID, List<ulong> regionlst);
/// <summary>
/// This Closes child agents on neighboring regions
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
private void SendCloseChildAgentAsync(LLUUID agentID, List<ulong> regionlst)
{
foreach (ulong regionHandle in regionlst)
{
bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
@@ -456,14 +247,11 @@ namespace OpenSim.Region.Environment.Scenes
if (regionAccepted)
{
m_log.Info("[INTERGRID]: Completed sending agent Close agent Request to neighbor");
}
else
{
m_log.Info("[INTERGRID]: Failed sending agent Close agent Request to neighbor");
}
}
// We remove the list of known regions from the agent's known region list through an event
// to scene, because, if an agent logged of, it's likely that there will be no scene presence
@@ -477,7 +265,7 @@ namespace OpenSim.Region.Environment.Scenes
private void SendCloseChildAgentCompleted(IAsyncResult iar)
{
SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
@@ -556,28 +344,28 @@ namespace OpenSim.Region.Environment.Scenes
// assume local regions are always up
destRegionUp = true;
}
if(destRegionUp)
if (destRegionUp)
{
avatar.Close();
// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
// failure at this point (unlike a border crossing failure). So perhaps this can never fail
// once we reach here...
avatar.Scene.RemoveCapsHandler(avatar.UUID);
m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
m_commsProvider.InterRegion.ExpectAvatarCrossing(regionHandle, avatar.ControllingClient.AgentId,
position, false);
position, false);
AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo();
// TODO Should construct this behind a method
string capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + circuitdata.CapsPath + "0000/";
string capsPath =
"http://" + reg.ExternalHostName + ":" + reg.HttpPort
+ "/CAPS/" + circuitdata.CapsPath + "0000/";
m_log.DebugFormat(
"[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
"[CAPS]: Sending new CAPS seed url {0} to client {1}", capsPath, avatar.UUID);
avatar.ControllingClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4),
capsPath);
avatar.MakeChildAgent();
@@ -587,13 +375,13 @@ namespace OpenSim.Region.Environment.Scenes
{
KillObject(avatar.LocalId);
}
uint newRegionX = (uint)(regionHandle >> 40);
uint newRegionY = (((uint)(regionHandle)) >> 8);
uint oldRegionX = (uint)(m_regionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint)(m_regionInfo.RegionHandle)) >> 8);
if (Util.fast_distance2d((int)(newRegionX - oldRegionX), (int)(newRegionY - oldRegionY)) > 3)
uint newRegionX = (uint) (regionHandle >> 40);
uint newRegionY = (((uint) (regionHandle)) >> 8);
uint oldRegionX = (uint) (m_regionInfo.RegionHandle >> 40);
uint oldRegionY = (((uint) (m_regionInfo.RegionHandle)) >> 8);
if (Util.fast_distance2d((int) (newRegionX - oldRegionX), (int) (newRegionY - oldRegionY)) > 3)
{
SendCloseChildAgentConnections(avatar.UUID,avatar.GetKnownRegionList());
SendCloseChildAgentConnections(avatar.UUID, avatar.GetKnownRegionList());
}
}
else
@@ -628,7 +416,7 @@ namespace OpenSim.Region.Environment.Scenes
public void LogOffUser(LLUUID userid, LLUUID regionid, ulong regionhandle, float posx, float posy, float posz)
{
m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz);
m_commsProvider.LogOffUser(userid, regionid, regionhandle, posx, posy, posz);
}
public void ClearUserAgent(LLUUID avatarID)
@@ -656,7 +444,7 @@ namespace OpenSim.Region.Environment.Scenes
return m_commsProvider.GetUserFriendList(friendlistowner);
}
public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY)
public List<MapBlockData> RequestNeighbourMapBlocks(int minX, int minY, int maxX, int maxY)
{
return m_commsProvider.GridService.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
}
@@ -665,5 +453,213 @@ namespace OpenSim.Region.Environment.Scenes
{
return m_commsProvider.GenerateAgentPickerRequestResponse(queryID, query);
}
#region CommsManager Event handlers
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="agent"></param>
///
protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
{
handlerExpectUser = OnExpectUser;
if (handlerExpectUser != null)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
handlerExpectUser(regionHandle, agent);
}
}
protected bool newRegionUp(RegionInfo region)
{
handlerRegionUp = OnRegionUp;
if (handlerRegionUp != null)
{
//m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
handlerRegionUp(region);
}
return true;
}
protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
{
handlerChildAgentUpdate = OnChildAgentUpdate;
if (handlerChildAgentUpdate != null)
handlerChildAgentUpdate(regionHandle, cAgentData);
return true;
}
protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
{
handlerAvatarCrossingIntoRegion = OnAvatarCrossingIntoRegion;
if (handlerAvatarCrossingIntoRegion != null)
{
handlerAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying);
}
}
protected bool IncomingPrimCrossing(ulong regionHandle, LLUUID primID, String objXMLData, int XMLMethod)
{
handlerExpectPrim = OnExpectPrim;
if (handlerExpectPrim != null)
{
return handlerExpectPrim(regionHandle, primID, objXMLData, XMLMethod);
}
else
{
return false;
}
}
protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical)
{
handlerPrimCrossingIntoRegion = OnPrimCrossingIntoRegion;
if (handlerPrimCrossingIntoRegion != null)
{
handlerPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical);
}
}
protected bool CloseConnection(ulong regionHandle, LLUUID agentID)
{
m_log.Info("[INTERREGION]: Incoming Agent Close Request for agent: " + agentID);
handlerCloseAgentConnection = OnCloseAgentConnection;
if (handlerCloseAgentConnection != null)
{
return handlerCloseAgentConnection(regionHandle, agentID);
}
return false;
}
#endregion
#region Inform Client of Neighbours
private void InformClientOfNeighbourCompleted(IAsyncResult iar)
{
InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
icon.EndInvoke(iar);
}
/// <summary>
/// Async compnent for informing client of which neighbours exists
/// </summary>
/// <remarks>
/// This needs to run asynchronesously, as a network timeout may block the thread for a long while
/// </remarks>
/// <param name="remoteClient"></param>
/// <param name="a"></param>
/// <param name="regionHandle"></param>
/// <param name="endPoint"></param>
private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle,
IPEndPoint endPoint)
{
m_log.Info("[INTERGRID]: Starting to inform client about neighbours");
bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a);
if (regionAccepted)
{
avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint);
avatar.AddNeighbourRegion(regionHandle);
m_log.Info("[INTERGRID]: Completed inform client about neighbours");
}
}
public void RequestNeighbors(RegionInfo region)
{
List<SimpleRegionInfo> neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
//IPEndPoint blah = new IPEndPoint();
//blah.Address = region.RemotingAddress;
//blah.Port = region.RemotingPort;
}
/// <summary>
/// This informs all neighboring regions about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
{
List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
for (int i = 0; i < lstneighbours.Count; i++)
{
// We don't want to keep sending to regions that consistently fail on comms.
if (!(lstneighbours[i].commFailTF))
{
neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
}
}
// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
neighbours =
m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
if (neighbours != null)
{
for (int i = 0; i < neighbours.Count; i++)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[REGIONINFO]: Could not resolve external hostname {0} for region {1} ({2}, {3}). {4}",
neighbours[i].ExternalHostName,
neighbours[i].RegionHandle,
neighbours[i].RegionLocX,
neighbours[i].RegionLocY,
e);
// FIXME: Okay, even though we've failed, we're still going to throw the exception on,
// since I don't know what will happen if we just let the client continue
// XXX: Well, decided to swallow the exception instead for now. Let us see how that goes.
// throw e;
}
}
}
}
/// <summary>
/// This informs a single neighboring region about agent "avatar".
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
/// </summary>
public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
{
AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
agent.BaseFolder = LLUUID.Zero;
agent.InventoryFolder = LLUUID.Zero;
agent.startpos = new LLVector3(128, 128, 70);
agent.child = true;
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint,
InformClientOfNeighbourCompleted,
d);
}
private delegate void InformClientOfNeighbourDelegate(
ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint);
#endregion
}
}
}