Add regression test for presence crossing between regions on the same simulator.
Unlike a much earlier commented out version of this test, this is done in synchronous mode.user_profiles
parent
a9f380d124
commit
8960418e7d
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@ -1613,33 +1613,29 @@ namespace OpenSim.Region.Framework.Scenes
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bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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//m_log.Debug("[CONTROL]: " +flags);
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//m_log.Debug("[CONTROL]: " +flags);
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// Applies a satisfying roll effect to the avatar when flying.
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// Applies a satisfying roll effect to the avatar when flying.
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if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0) && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0))
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) != 0 && (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0)
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{
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{
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ApplyFlyingRoll(
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ApplyFlyingRoll(FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
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FLY_ROLL_RADIANS_PER_UPDATE,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
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}
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}
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else if (((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0) &&
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else if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) != 0 &&
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0))
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
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{
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{
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ApplyFlyingRoll(-FLY_ROLL_RADIANS_PER_UPDATE, ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0), ((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0));
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ApplyFlyingRoll(
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-FLY_ROLL_RADIANS_PER_UPDATE,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) != 0,
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(flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0);
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}
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}
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else
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else
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{
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{
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if (m_AngularVelocity.Z != 0)
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if (m_AngularVelocity.Z != 0)
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m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
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m_AngularVelocity.Z += CalculateFlyingRollResetToZero(FLY_ROLL_RESET_RADIANS_PER_UPDATE);
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}
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}
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if (Flying && IsColliding && controlland)
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if (Flying && IsColliding && controlland)
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{
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{
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// nesting this check because LengthSquared() is expensive and we don't
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// nesting this check because LengthSquared() is expensive and we don't
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@ -2400,7 +2396,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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public void AddNewMovement(Vector3 vec)
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public void AddNewMovement(Vector3 vec)
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Adding new movement {0} with rotation {1} for {2}", vec, Rotation, Name);
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Vector3 direc = vec * Rotation;
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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direc.Normalize();
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@ -2420,6 +2417,8 @@ namespace OpenSim.Region.Framework.Scenes
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direc *= 0.03f * 128f * SpeedModifier;
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direc *= 0.03f * 128f * SpeedModifier;
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// m_log.DebugFormat("[SCENE PRESENCE]: Force to apply before modification was {0} for {1}", direc, Name);
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if (PhysicsActor != null)
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if (PhysicsActor != null)
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{
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{
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if (Flying)
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if (Flying)
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@ -2453,6 +2452,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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// m_log.DebugFormat("[SCENE PRESENCE]: Setting force to apply to {0} for {1}", direc, Name);
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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// TODO: Add the force instead of only setting it to support multiple forces per frame?
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m_forceToApply = direc;
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m_forceToApply = direc;
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}
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}
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@ -288,109 +288,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
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// ScenePresence presence = scene.GetScenePresence(agent1);
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// ScenePresence presence = scene.GetScenePresence(agent1);
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//
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//
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// Assert.That(presence, Is.Null, "presence is not null");
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// Assert.That(presence, Is.Null, "presence is not null");
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// }
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// I'm commenting this test because it does not represent
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// crossings. The Thread.Sleep's in here are not meaningful mocks,
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// and they sometimes fail in panda.
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// We need to talk in order to develop a test
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// that really tests region crossings. There are 3 async components,
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// but things are synchronous among them. So there should be
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// 3 threads in here.
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//[Test]
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// public void T021_TestCrossToNewRegion()
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// {
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// TestHelpers.InMethod();
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//
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// scene.RegisterRegionWithGrid();
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// scene2.RegisterRegionWithGrid();
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//
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// // Adding child agent to region 1001
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// string reason;
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// scene2.NewUserConnection(acd1,0, out reason);
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// scene2.AddNewClient(testclient, PresenceType.User);
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//
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// ScenePresence presence = scene.GetScenePresence(agent1);
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// presence.MakeRootAgent(new Vector3(0,unchecked(Constants.RegionSize-1),0), true);
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//
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// ScenePresence presence2 = scene2.GetScenePresence(agent1);
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//
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// // Adding neighbour region caps info to presence2
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//
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// string cap = presence.ControllingClient.RequestClientInfo().CapsPath;
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// presence2.AddNeighbourRegion(region1, cap);
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//
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// Assert.That(presence.IsChildAgent, Is.False, "Did not start root in origin region.");
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// Assert.That(presence2.IsChildAgent, Is.True, "Is not a child on destination region.");
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//
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// // Cross to x+1
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// presence.AbsolutePosition = new Vector3(Constants.RegionSize+1,3,100);
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// presence.Update();
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//
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// EventWaitHandle wh = new EventWaitHandle (false, EventResetMode.AutoReset, "Crossing");
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//
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// // Mimicking communication between client and server, by waiting OK from client
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// // sent by TestClient.CrossRegion call. Originally, this is network comm.
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// if (!wh.WaitOne(5000,false))
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// {
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// presence.Update();
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// if (!wh.WaitOne(8000,false))
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// throw new ArgumentException("1 - Timeout waiting for signal/variable.");
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// }
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//
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// // This is a TestClient specific method that fires OnCompleteMovementToRegion event, which
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// // would normally be fired after receiving the reply packet from comm. done on the last line.
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// testclient.CompleteMovement();
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//
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// // Crossings are asynchronous
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// int timer = 10;
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//
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// // Make sure cross hasn't already finished
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// if (!presence.IsInTransit && !presence.IsChildAgent)
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// {
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// // If not and not in transit yet, give it some more time
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// Thread.Sleep(5000);
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// }
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//
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// // Enough time, should at least be in transit by now.
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// while (presence.IsInTransit && timer > 0)
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// {
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// Thread.Sleep(1000);
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// timer-=1;
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// }
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//
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// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 2->1.");
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// Assert.That(presence.IsChildAgent, Is.True, "Did not complete region cross as expected.");
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// Assert.That(presence2.IsChildAgent, Is.False, "Did not receive root status after receiving agent.");
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//
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// // Cross Back
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// presence2.AbsolutePosition = new Vector3(-10, 3, 100);
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// presence2.Update();
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//
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// if (!wh.WaitOne(5000,false))
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// {
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// presence2.Update();
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// if (!wh.WaitOne(8000,false))
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// throw new ArgumentException("2 - Timeout waiting for signal/variable.");
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// }
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// testclient.CompleteMovement();
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//
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// if (!presence2.IsInTransit && !presence2.IsChildAgent)
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// {
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// // If not and not in transit yet, give it some more time
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// Thread.Sleep(5000);
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// }
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//
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// // Enough time, should at least be in transit by now.
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// while (presence2.IsInTransit && timer > 0)
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// {
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// Thread.Sleep(1000);
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// timer-=1;
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// }
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//
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// Assert.That(timer,Is.GreaterThan(0),"Timed out waiting to cross 1->2.");
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// Assert.That(presence2.IsChildAgent, Is.True, "Did not return from region as expected.");
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// Assert.That(presence.IsChildAgent, Is.False, "Presence was not made root in old region again.");
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// }
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// }
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}
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}
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}
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}
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@ -0,0 +1,140 @@
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/*
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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 OpenSimulator 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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using System;
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using System.Reflection;
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using Nini.Config;
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using NUnit.Framework;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.CoreModules.Framework;
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using OpenSim.Region.CoreModules.Framework.EntityTransfer;
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using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.Framework.Scenes.Tests
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{
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[TestFixture]
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public class ScenePresenceCrossingTests : OpenSimTestCase
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{
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[TestFixtureSetUp]
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public void FixtureInit()
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{
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// Don't allow tests to be bamboozled by asynchronous events. Execute everything on the same thread.
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Util.FireAndForgetMethod = FireAndForgetMethod.RegressionTest;
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}
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[TestFixtureTearDown]
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public void TearDown()
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{
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// We must set this back afterwards, otherwise later tests will fail since they're expecting multiple
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// threads. Possibly, later tests should be rewritten so none of them require async stuff (which regression
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// tests really shouldn't).
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Util.FireAndForgetMethod = Util.DefaultFireAndForgetMethod;
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}
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[Test]
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public void TestCrossOnSameSimulator()
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{
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TestHelpers.InMethod();
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TestHelpers.EnableLogging();
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UUID userId = TestHelpers.ParseTail(0x1);
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EntityTransferModule etmA = new EntityTransferModule();
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EntityTransferModule etmB = new EntityTransferModule();
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LocalSimulationConnectorModule lscm = new LocalSimulationConnectorModule();
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IConfigSource config = new IniConfigSource();
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IConfig modulesConfig = config.AddConfig("Modules");
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modulesConfig.Set("EntityTransferModule", etmA.Name);
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modulesConfig.Set("SimulationServices", lscm.Name);
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IConfig entityTransferConfig = config.AddConfig("EntityTransfer");
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// In order to run a single threaded regression test we do not want the entity transfer module waiting
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// for a callback from the destination scene before removing its avatar data.
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// entityTransferConfig.Set("wait_for_callback", false);
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SceneHelpers sh = new SceneHelpers();
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TestScene sceneA = sh.SetupScene("sceneA", TestHelpers.ParseTail(0x100), 1000, 1000);
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TestScene sceneB = sh.SetupScene("sceneB", TestHelpers.ParseTail(0x200), 1000, 999);
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SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
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SceneHelpers.SetupSceneModules(sceneA, config, new CapabilitiesModule(), etmA);
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SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), etmB);
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ScenePresence originalSp = SceneHelpers.AddScenePresence(sceneA, userId, sh.SceneManager);
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originalSp.AbsolutePosition = new Vector3(128, 32, 10);
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// originalSp.Flying = true;
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// Console.WriteLine("First pos {0}", originalSp.AbsolutePosition);
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AgentUpdateArgs moveArgs = new AgentUpdateArgs();
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//moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
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moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
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moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
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sceneA.Update(1);
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// Console.WriteLine("Second pos {0}", originalSp.AbsolutePosition);
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// FIXME: This is a sufficient number of updates to for the presence to reach the northern border.
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// But really we want to do this in a more robust way.
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for (int i = 0; i < 100; i++)
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{
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sceneA.Update(1);
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// Console.WriteLine("Pos {0}", originalSp.AbsolutePosition);
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}
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// sceneA should now only have a child agent
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ScenePresence spAfterCrossSceneA = sceneA.GetScenePresence(originalSp.UUID);
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Assert.That(spAfterCrossSceneA.IsChildAgent, Is.True);
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ScenePresence spAfterCrossSceneB = sceneB.GetScenePresence(originalSp.UUID);
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// Agent remains a child until the client triggers complete movement
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
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TestClient sceneBTc = ((TestClient)spAfterCrossSceneB.ControllingClient);
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bool receivedCompleteMovement = false;
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sceneBTc.OnReceivedMoveAgentIntoRegion += (ri, pos, look) => receivedCompleteMovement = true;
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sceneBTc.CompleteMovement();
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Assert.That(receivedCompleteMovement, Is.True);
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Assert.That(spAfterCrossSceneB.IsChildAgent, Is.False);
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}
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}
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}
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@ -102,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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public override float Simulate(float timeStep)
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public override float Simulate(float timeStep)
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{
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{
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// Console.WriteLine("Simulating");
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float fps = 0;
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float fps = 0;
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for (int i = 0; i < _actors.Count; ++i)
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for (int i = 0; i < _actors.Count; ++i)
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{
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{
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@ -109,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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Vector3 actorPosition = actor.Position;
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Vector3 actorPosition = actor.Position;
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Vector3 actorVelocity = actor.Velocity;
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Vector3 actorVelocity = actor.Velocity;
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actorPosition.X += actor.Velocity.X*timeStep;
|
// Console.WriteLine(
|
||||||
actorPosition.Y += actor.Velocity.Y*timeStep;
|
// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
|
||||||
|
|
||||||
|
actorPosition.X += actor.Velocity.X * timeStep;
|
||||||
|
actorPosition.Y += actor.Velocity.Y * timeStep;
|
||||||
|
|
||||||
if (actor.Position.Y < 0)
|
if (actor.Position.Y < 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -60,6 +60,8 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
public List<ImagePacketPacket> SentImagePacketPackets { get; private set; }
|
public List<ImagePacketPacket> SentImagePacketPackets { get; private set; }
|
||||||
public List<ImageNotInDatabasePacket> SentImageNotInDatabasePackets { get; private set; }
|
public List<ImageNotInDatabasePacket> SentImageNotInDatabasePackets { get; private set; }
|
||||||
|
|
||||||
|
public event Action<RegionInfo, Vector3, Vector3> OnReceivedMoveAgentIntoRegion;
|
||||||
|
|
||||||
// disable warning: public events, part of the public API
|
// disable warning: public events, part of the public API
|
||||||
#pragma warning disable 67
|
#pragma warning disable 67
|
||||||
|
|
||||||
|
@ -566,6 +568,8 @@ namespace OpenSim.Tests.Common.Mock
|
||||||
|
|
||||||
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
|
public virtual void MoveAgentIntoRegion(RegionInfo regInfo, Vector3 pos, Vector3 look)
|
||||||
{
|
{
|
||||||
|
if (OnReceivedMoveAgentIntoRegion != null)
|
||||||
|
OnReceivedMoveAgentIntoRegion(regInfo, pos, look);
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual AgentCircuitData RequestClientInfo()
|
public virtual AgentCircuitData RequestClientInfo()
|
||||||
|
|
Loading…
Reference in New Issue