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** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
540 lines
23 KiB
C#
540 lines
23 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate void KillObjectDelegate(uint localID);
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public class SceneCommunicationService //one instance per region
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{
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protected CommunicationsManager m_commsProvider;
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protected RegionInfo m_regionInfo;
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protected RegionCommsListener regionCommsHost;
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public event AgentCrossing OnAvatarCrossingIntoRegion;
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public event ExpectUserDelegate OnExpectUser;
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public event CloseAgentConnection OnCloseAgentConnection;
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public event PrimCrossing OnPrimCrossingIntoRegion;
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public event RegionUp OnRegionUp;
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public event ChildAgentUpdate OnChildAgentUpdate;
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public KillObjectDelegate KillObject;
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public string _debugRegionName = String.Empty;
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public string debugRegionName
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{
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get { return _debugRegionName; }
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set { _debugRegionName = value; }
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}
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public SceneCommunicationService(CommunicationsManager commsMan)
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{
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m_commsProvider = commsMan;
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m_commsProvider.GridService.gdebugRegionName = _debugRegionName;
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m_commsProvider.InterRegion.rdebugRegionName = _debugRegionName;
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}
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public void RegisterRegion(RegionInfo regionInfos)
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{
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m_regionInfo = regionInfos;
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regionCommsHost = m_commsProvider.GridService.RegisterRegion(m_regionInfo);
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if (regionCommsHost != null)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got" + regionCommsHost.ToString());
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regionCommsHost.debugRegionName = _debugRegionName;
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regionCommsHost.OnExpectUser += NewUserConnection;
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regionCommsHost.OnAvatarCrossingIntoRegion += AgentCrossing;
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regionCommsHost.OnPrimCrossingIntoRegion += PrimCrossing;
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regionCommsHost.OnCloseAgentConnection += CloseConnection;
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regionCommsHost.OnRegionUp += newRegionUp;
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regionCommsHost.OnChildAgentUpdate += ChildAgentUpdate;
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}
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else
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: registered with gridservice and got null");
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}
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}
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public void Close()
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{
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if (regionCommsHost != null)
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{
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regionCommsHost.OnChildAgentUpdate -= ChildAgentUpdate;
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regionCommsHost.OnRegionUp -= newRegionUp;
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regionCommsHost.OnExpectUser -= NewUserConnection;
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regionCommsHost.OnAvatarCrossingIntoRegion -= AgentCrossing;
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regionCommsHost.OnPrimCrossingIntoRegion -= PrimCrossing;
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regionCommsHost.OnCloseAgentConnection -= CloseConnection;
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m_commsProvider.GridService.DeregisterRegion(m_regionInfo);
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regionCommsHost = null;
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}
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}
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#region CommsManager Event handlers
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/// <summary>
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///
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <param name="agent"></param>
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///
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protected void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
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{
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if (OnExpectUser != null)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:" + agent.firstname + " " + agent.lastname);
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OnExpectUser(regionHandle, agent);
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}
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}
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protected bool newRegionUp(RegionInfo region)
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{
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if (OnRegionUp != null)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: newRegionUp Fired for User:" + region.RegionName);
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OnRegionUp(region);
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}
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return true;
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}
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protected bool ChildAgentUpdate(ulong regionHandle, ChildAgentDataUpdate cAgentData)
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{
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if (OnChildAgentUpdate != null)
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OnChildAgentUpdate(regionHandle, cAgentData);
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return true;
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}
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protected void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position, bool isFlying)
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{
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if (OnAvatarCrossingIntoRegion != null)
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{
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OnAvatarCrossingIntoRegion(regionHandle, agentID, position, isFlying);
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}
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}
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protected void PrimCrossing(ulong regionHandle, LLUUID primID, LLVector3 position, bool isPhysical)
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{
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if (OnPrimCrossingIntoRegion != null)
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{
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OnPrimCrossingIntoRegion(regionHandle, primID, position, isPhysical);
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}
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}
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protected bool CloseConnection(ulong regionHandle, LLUUID agentID)
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{
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MainLog.Instance.Verbose("INTERREGION", "Incoming Agent Close Request for agent: " + agentID.ToString());
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if (OnCloseAgentConnection != null)
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{
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return OnCloseAgentConnection(regionHandle, agentID);
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}
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return false;
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}
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#endregion
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#region Inform Client of Neighbours
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private delegate void InformClientOfNeighbourDelegate(
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ScenePresence avatar, AgentCircuitData a, ulong regionHandle, IPEndPoint endPoint);
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private void InformClientOfNeighbourCompleted(IAsyncResult iar)
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{
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InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// Async compnent for informing client of which neighbours exists
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/// </summary>
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/// <remarks>
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/// This needs to run asynchronesously, as a network timeout may block the thread for a long while
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/// </remarks>
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/// <param name="remoteClient"></param>
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/// <param name="a"></param>
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/// <param name="regionHandle"></param>
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/// <param name="endPoint"></param>
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private void InformClientOfNeighbourAsync(ScenePresence avatar, AgentCircuitData a, ulong regionHandle,
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IPEndPoint endPoint)
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{
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MainLog.Instance.Notice("INTERGRID", "Starting to inform client about neighbours");
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bool regionAccepted = m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, a);
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if (regionAccepted)
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{
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avatar.ControllingClient.InformClientOfNeighbour(regionHandle, endPoint);
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avatar.AddNeighbourRegion(regionHandle);
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MainLog.Instance.Notice("INTERGRID", "Completed inform client about neighbours");
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}
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}
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public void RequestNeighbors(RegionInfo region)
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{
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List<SimpleRegionInfo> neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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//IPEndPoint blah = new IPEndPoint();
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//blah.Address = region.RemotingAddress;
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//blah.Port = region.RemotingPort;
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}
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/// <summary>
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/// This informs all neighboring regions about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void EnableNeighbourChildAgents(ScenePresence avatar, List<RegionInfo> lstneighbours)
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{
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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//m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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for (int i = 0; i < lstneighbours.Count; i++)
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{
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// We don't want to keep sending to regions that consistently fail on comms.
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if (!(lstneighbours[i].commFailTF))
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{
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neighbours.Add(new SimpleRegionInfo(lstneighbours[i]));
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}
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}
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// we're going to be using the above code once neighbour cache is correct. Currently it doesn't appear to be
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// So we're temporarily going back to the old method of grabbing it from the Grid Server Every time :/
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neighbours =
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m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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agent.startpos = new LLVector3(128, 128, 70);
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agent.child = true;
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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d.BeginInvoke(avatar, agent, neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint,
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InformClientOfNeighbourCompleted,
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d);
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}
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}
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}
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/// <summary>
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/// This informs a single neighboring region about agent "avatar".
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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public void InformNeighborChildAgent(ScenePresence avatar, RegionInfo region, List<RegionInfo> neighbours)
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{
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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agent.startpos = new LLVector3(128, 128, 70);
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agent.child = true;
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InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
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d.BeginInvoke(avatar, agent, region.RegionHandle, region.ExternalEndPoint,
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InformClientOfNeighbourCompleted,
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d);
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}
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#endregion
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public delegate void InformNeighbourThatRegionUpDelegate(RegionInfo region, ulong regionhandle);
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private void InformNeighborsThatRegionisUpCompleted(IAsyncResult iar)
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{
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InformNeighbourThatRegionUpDelegate icon = (InformNeighbourThatRegionUpDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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private void InformNeighboursThatRegionIsUpAsync(RegionInfo region, ulong regionhandle)
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{
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MainLog.Instance.Notice("INTERGRID", "Starting to inform neighbors that I'm here");
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bool regionAccepted =
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m_commsProvider.InterRegion.RegionUp((new SearializableRegionInfo(region)), regionhandle);
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if (regionAccepted)
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{
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MainLog.Instance.Notice("INTERGRID", "Completed informing neighbors that I'm here");
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}
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else
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{
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MainLog.Instance.Notice("INTERGRID", "Failed to inform neighbors that I'm here");
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}
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}
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/// <summary>
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/// Called by scene when region is initialized (not always when it's listening for agents)
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/// This is an inter-region message that informs the surrounding neighbors that the sim is up.
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/// </summary>
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public void InformNeighborsThatRegionisUp(RegionInfo region)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
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List<SimpleRegionInfo> neighbours = new List<SimpleRegionInfo>();
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// This stays uncached because we don't already know about our neighbors at this point.
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neighbours = m_commsProvider.GridService.RequestNeighbours(m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
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if (neighbours != null)
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{
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for (int i = 0; i < neighbours.Count; i++)
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{
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InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
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d.BeginInvoke(region, neighbours[i].RegionHandle,
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InformNeighborsThatRegionisUpCompleted,
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d);
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}
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}
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//bool val = m_commsProvider.InterRegion.RegionUp(new SearializableRegionInfo(region));
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}
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public delegate void SendChildAgentDataUpdateDelegate(ChildAgentDataUpdate cAgentData, ScenePresence presence);
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/// <summary>
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/// This informs all neighboring regions about the settings of it's child agent.
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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///
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/// This contains information, such as, Draw Distance, Camera location, Current Position, Current throttle settings, etc.
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///
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/// </summary>
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private void SendChildAgentDataUpdateAsync(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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//MainLog.Instance.Notice("INTERGRID", "Informing neighbors about my agent.");
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foreach (ulong regionHandle in presence.KnownChildRegions)
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{
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bool regionAccepted = m_commsProvider.InterRegion.ChildAgentUpdate(regionHandle, cAgentData);
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if (regionAccepted)
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{
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//MainLog.Instance.Notice("INTERGRID", "Completed sending a neighbor an update about my agent");
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}
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else
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{
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//MainLog.Instance.Notice("INTERGRID", "Failed sending a neighbor an update about my agent");
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}
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}
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}
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private void SendChildAgentDataUpdateCompleted(IAsyncResult iar)
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{
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SendChildAgentDataUpdateDelegate icon = (SendChildAgentDataUpdateDelegate) iar.AsyncState;
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icon.EndInvoke(iar);
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}
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public void SendChildAgentDataUpdate(ChildAgentDataUpdate cAgentData, ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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SendChildAgentDataUpdateDelegate d = SendChildAgentDataUpdateAsync;
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d.BeginInvoke(cAgentData,presence,
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SendChildAgentDataUpdateCompleted,
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d);
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}
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public delegate void SendCloseChildAgentDelegate( ScenePresence presence);
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/// <summary>
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/// This Closes child agents on neighboring regions
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/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
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/// </summary>
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private void SendCloseChildAgentAsync(ScenePresence presence)
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{
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foreach (ulong regionHandle in presence.KnownChildRegions)
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{
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bool regionAccepted = m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, presence.ControllingClient.AgentId);
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if (regionAccepted)
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{
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MainLog.Instance.Notice("INTERGRID", "Completed sending agent Close agent Request to neighbor");
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presence.RemoveNeighbourRegion(regionHandle);
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}
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else
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{
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MainLog.Instance.Notice("INTERGRID", "Failed sending agent Close agent Request to neighbor");
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}
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}
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}
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private void SendCloseChildAgentCompleted(IAsyncResult iar)
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{
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SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
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icon.EndInvoke(iar);
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}
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public void SendCloseChildAgentConnections(ScenePresence presence)
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{
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// This assumes that we know what our neighbors are.
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SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
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d.BeginInvoke(presence,
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SendCloseChildAgentCompleted,
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d);
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}
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/// <summary>
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/// Helper function to request neighbors from grid-comms
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/// </summary>
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/// <param name="regionHandle"></param>
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/// <returns></returns>
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public virtual RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
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{
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//MainLog.Instance.Verbose("INTER", debugRegionName + ": SceneCommunicationService: Sending Grid Services Request about neighbor " + regionHandle.ToString());
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return m_commsProvider.GridService.RequestNeighbourInfo(regionHandle);
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}
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/// <summary>
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/// Requests map blocks in area of minX, maxX, minY, MaxY in world cordinates
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/// </summary>
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/// <param name="minX"></param>
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/// <param name="minY"></param>
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/// <param name="maxX"></param>
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/// <param name="maxY"></param>
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public virtual void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
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{
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List<MapBlockData> mapBlocks;
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mapBlocks = m_commsProvider.GridService.RequestNeighbourMapBlocks(minX - 4, minY - 4, minX + 4, minY + 4);
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remoteClient.SendMapBlock(mapBlocks);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="RegionHandle"></param>
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/// <param name="position"></param>
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/// <param name="lookAt"></param>
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/// <param name="flags"></param>
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public virtual void RequestTeleportToLocation(ScenePresence avatar, ulong regionHandle, LLVector3 position,
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LLVector3 lookAt, uint flags)
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{
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bool destRegionUp = false;
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if (regionHandle == m_regionInfo.RegionHandle)
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{
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avatar.ControllingClient.SendTeleportLocationStart();
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avatar.ControllingClient.SendLocalTeleport(position, lookAt, flags);
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avatar.Teleport(position);
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}
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else
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{
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RegionInfo reg = RequestNeighbouringRegionInfo(regionHandle);
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if (reg != null)
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{
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avatar.ControllingClient.SendTeleportLocationStart();
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AgentCircuitData agent = avatar.ControllingClient.RequestClientInfo();
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agent.BaseFolder = LLUUID.Zero;
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agent.InventoryFolder = LLUUID.Zero;
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agent.startpos = position;
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agent.child = true;
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if (reg.RemotingAddress != "" && reg.RemotingPort != 0)
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{
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// region is remote. see if it is up
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m_commsProvider.InterRegion.CheckRegion(reg.RemotingAddress, reg.RemotingPort);
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destRegionUp = m_commsProvider.InterRegion.Available;
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}
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else
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{
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// assume local regions are always up
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destRegionUp = true;
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}
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if(destRegionUp)
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{
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avatar.Close();
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m_commsProvider.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
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m_commsProvider.InterRegion.ExpectAvatarCrossing(regionHandle, avatar.ControllingClient.AgentId,
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position, false);
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AgentCircuitData circuitdata = avatar.ControllingClient.RequestClientInfo();
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string capsPath = Util.GetCapsURL(avatar.ControllingClient.AgentId);
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avatar.ControllingClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4),
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|
capsPath);
|
|
avatar.MakeChildAgent();
|
|
if (KillObject != null)
|
|
{
|
|
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)
|
|
{
|
|
SendCloseChildAgentConnections(avatar);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
avatar.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionhandle"></param>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="position"></param>
|
|
public bool CrossToNeighbouringRegion(ulong regionhandle, LLUUID agentID, LLVector3 position, bool isFlying)
|
|
{
|
|
return m_commsProvider.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position, isFlying);
|
|
}
|
|
|
|
public bool PrimCrossToNeighboringRegion(ulong regionhandle, LLUUID primID, LLVector3 position, bool isPhysical)
|
|
{
|
|
return m_commsProvider.InterRegion.ExpectPrimCrossing(regionhandle, primID, position, isPhysical);
|
|
}
|
|
|
|
|
|
public Dictionary<string, string> GetGridSettings()
|
|
{
|
|
return m_commsProvider.GridService.GetGridSettings();
|
|
}
|
|
}
|
|
} |