Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
b970d4f976
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@ -1181,9 +1181,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// DateTime startTime = DateTime.Now;
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// DateTime startTime = DateTime.Now;
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// m_log.DebugFormat(
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m_log.DebugFormat(
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// "[SCENE PRESENCE]: Completing movement of {0} into region {1}",
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"[SCENE PRESENCE]: Completing movement of {0} into region {1} in position {2}",
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// client.Name, Scene.RegionInfo.RegionName);
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client.Name, Scene.RegionInfo.RegionName, AbsolutePosition);
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Vector3 look = Velocity;
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Vector3 look = Velocity;
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
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if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
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@ -2405,9 +2405,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastVelocity = Velocity;
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m_lastVelocity = Velocity;
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}
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}
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// followed suggestion from mic bowman. reversed the two lines below.
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CheckForBorderCrossing();
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if (ParentID == 0 && PhysicsActor != null || ParentID != 0) // Check that we have a physics actor or we're sitting on something
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CheckForBorderCrossing();
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CheckForSignificantMovement(); // sends update to the modules.
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CheckForSignificantMovement(); // sends update to the modules.
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}
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}
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@ -2760,145 +2758,142 @@ namespace OpenSim.Region.Framework.Scenes
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/// </remarks>
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/// </remarks>
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protected void CheckForBorderCrossing()
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protected void CheckForBorderCrossing()
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{
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{
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// Check that we we are not a child
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if (IsChildAgent)
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if (IsChildAgent)
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return;
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return;
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if (ParentID != 0)
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if (ParentID != 0)
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return;
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return;
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Vector3 pos2 = AbsolutePosition;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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float timeStep = 0.1f;
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pos2.X = pos2.X + (vel.X*timeStep);
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pos2.Y = pos2.Y + (vel.Y*timeStep);
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pos2.Z = pos2.Z + (vel.Z*timeStep);
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if (!IsInTransit)
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if (!IsInTransit)
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{
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{
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// Checks if where it's headed exists a region
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Vector3 pos2 = AbsolutePosition;
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Vector3 vel = Velocity;
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int neighbor = 0;
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int[] fix = new int[2];
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bool needsTransit = false;
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float timeStep = 0.1f;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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// m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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AddToPhysicalScene(isFlying);
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}
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}
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}
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else if (neighbor > 0)
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{
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if (!CrossToNewRegion())
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{
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if (m_requestedSitTargetUUID == UUID.Zero)
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{
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bool isFlying = Flying;
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RemoveFromPhysicalScene();
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Vector3 pos = AbsolutePosition;
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if (AbsolutePosition.X < 0)
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pos.X += Velocity.X * 2;
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else if (AbsolutePosition.X > Constants.RegionSize)
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pos.X -= Velocity.X * 2;
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if (AbsolutePosition.Y < 0)
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pos.Y += Velocity.Y * 2;
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else if (AbsolutePosition.Y > Constants.RegionSize)
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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}
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}
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}
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}
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else
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{
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// We must remove the agent from the physical scene if it has been placed in transit. If we don't,
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// then this method continues to be called from ScenePresence.Update() until the handover of the client between
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// regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
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// event queue polling response from the server), this results in the avatar pausing on the border
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// for the handover period.
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RemoveFromPhysicalScene();
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// This constant has been inferred from experimentation
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// I'm not sure what this value should be, so I tried a few values.
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timeStep = 0.04f;
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pos2 = AbsolutePosition;
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.X = pos2.X + (vel.X * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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pos2.Y = pos2.Y + (vel.Y * timeStep);
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pos2.Z = pos2.Z + (vel.Z * timeStep);
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pos2.Z = pos2.Z + (vel.Z * timeStep);
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m_pos = pos2;
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if (!IsInTransit)
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{
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// Checks if where it's headed exists a region
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bool needsTransit = false;
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if (m_scene.TestBorderCross(pos2, Cardinals.W))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SW, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NW, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.W, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.E))
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{
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if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.SE, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.NE, ref fix);
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}
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else
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.E, ref fix);
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}
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.S))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.S, ref fix);
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}
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else if (m_scene.TestBorderCross(pos2, Cardinals.N))
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{
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needsTransit = true;
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neighbor = m_scene.HaveNeighbor(Cardinals.N, ref fix);
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}
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// Makes sure avatar does not end up outside region
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if (neighbor <= 0)
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{
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if (needsTransit)
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|
{
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|
if (m_requestedSitTargetUUID == UUID.Zero)
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|
{
|
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|
bool isFlying = Flying;
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|
RemoveFromPhysicalScene();
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|
|
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|
Vector3 pos = AbsolutePosition;
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|
if (AbsolutePosition.X < 0)
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|
pos.X += Velocity.X * 2;
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|
else if (AbsolutePosition.X > Constants.RegionSize)
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|
pos.X -= Velocity.X * 2;
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|
if (AbsolutePosition.Y < 0)
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|
pos.Y += Velocity.Y * 2;
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|
else if (AbsolutePosition.Y > Constants.RegionSize)
|
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|
pos.Y -= Velocity.Y * 2;
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|
Velocity = Vector3.Zero;
|
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|
AbsolutePosition = pos;
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|
|
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|
m_log.DebugFormat("[SCENE PRESENCE]: Prevented flyoff for {0} at {1}", Name, AbsolutePosition);
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|
|
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|
AddToPhysicalScene(isFlying);
|
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|
}
|
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|
}
|
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|
}
|
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|
else if (neighbor > 0)
|
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|
{
|
||||||
|
if (!CrossToNewRegion())
|
||||||
|
{
|
||||||
|
if (m_requestedSitTargetUUID == UUID.Zero)
|
||||||
|
{
|
||||||
|
bool isFlying = Flying;
|
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|
RemoveFromPhysicalScene();
|
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|
|
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|
Vector3 pos = AbsolutePosition;
|
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|
if (AbsolutePosition.X < 0)
|
||||||
|
pos.X += Velocity.X * 2;
|
||||||
|
else if (AbsolutePosition.X > Constants.RegionSize)
|
||||||
|
pos.X -= Velocity.X * 2;
|
||||||
|
if (AbsolutePosition.Y < 0)
|
||||||
|
pos.Y += Velocity.Y * 2;
|
||||||
|
else if (AbsolutePosition.Y > Constants.RegionSize)
|
||||||
|
pos.Y -= Velocity.Y * 2;
|
||||||
|
Velocity = Vector3.Zero;
|
||||||
|
AbsolutePosition = pos;
|
||||||
|
|
||||||
|
AddToPhysicalScene(isFlying);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// This constant has been inferred from experimentation
|
||||||
|
// I'm not sure what this value should be, so I tried a few values.
|
||||||
|
timeStep = 0.04f;
|
||||||
|
pos2 = AbsolutePosition;
|
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|
pos2.X = pos2.X + (vel.X * timeStep);
|
||||||
|
pos2.Y = pos2.Y + (vel.Y * timeStep);
|
||||||
|
// Don't touch the Z
|
||||||
|
m_pos = pos2;
|
||||||
|
m_log.DebugFormat("[SCENE PRESENCE]: In transit m_pos={0}", m_pos);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -233,6 +233,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool Kinematic
|
public override bool Kinematic
|
||||||
|
@ -253,11 +254,6 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
|
@ -232,6 +232,7 @@ public class BSCharacter : PhysicsActor
|
||||||
}
|
}
|
||||||
public override Vector3 Acceleration {
|
public override Vector3 Acceleration {
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
public override Quaternion Orientation {
|
public override Quaternion Orientation {
|
||||||
get { return _orientation; }
|
get { return _orientation; }
|
||||||
|
|
|
@ -418,6 +418,7 @@ public sealed class BSPrim : PhysicsActor
|
||||||
}
|
}
|
||||||
public override OMV.Vector3 Acceleration {
|
public override OMV.Vector3 Acceleration {
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
public override OMV.Quaternion Orientation {
|
public override OMV.Quaternion Orientation {
|
||||||
get { return _orientation; }
|
get { return _orientation; }
|
||||||
|
|
|
@ -261,7 +261,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||||
|
|
||||||
public abstract Vector3 Torque { get; set; }
|
public abstract Vector3 Torque { get; set; }
|
||||||
public abstract float CollisionScore { get; set;}
|
public abstract float CollisionScore { get; set;}
|
||||||
public abstract Vector3 Acceleration { get; }
|
public abstract Vector3 Acceleration { get; set; }
|
||||||
public abstract Quaternion Orientation { get; set; }
|
public abstract Quaternion Orientation { get; set; }
|
||||||
public abstract int PhysicsActorType { get; set; }
|
public abstract int PhysicsActorType { get; set; }
|
||||||
public abstract bool IsPhysical { get; set; }
|
public abstract bool IsPhysical { get; set; }
|
||||||
|
@ -458,6 +458,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return Vector3.Zero; }
|
get { return Vector3.Zero; }
|
||||||
|
set { }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool IsPhysical
|
public override bool IsPhysical
|
||||||
|
|
|
@ -690,12 +690,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
}
|
set { _acceleration = value; }
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
m_pidControllerActive = true;
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
|
@ -2497,6 +2497,7 @@ Console.WriteLine(" JointCreateFixed");
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
|
|
@ -231,6 +231,7 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool Kinematic
|
public override bool Kinematic
|
||||||
|
@ -251,11 +252,6 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
|
@ -193,6 +193,7 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
|
set { _acceleration = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool Kinematic
|
public override bool Kinematic
|
||||||
|
@ -201,11 +202,6 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
set { }
|
set { }
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
|
@ -233,11 +233,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
}
|
set { _acceleration = value; }
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
|
|
@ -207,11 +207,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
public override Vector3 Acceleration
|
public override Vector3 Acceleration
|
||||||
{
|
{
|
||||||
get { return _acceleration; }
|
get { return _acceleration; }
|
||||||
}
|
set { _acceleration = value; }
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
|
|
@ -161,6 +161,14 @@ namespace OpenSim.Services.HypergridService
|
||||||
{
|
{
|
||||||
m_log.DebugFormat("[USER AGENT SERVICE]: Request to login user {0} {1} (@{2}) to grid {3}",
|
m_log.DebugFormat("[USER AGENT SERVICE]: Request to login user {0} {1} (@{2}) to grid {3}",
|
||||||
agentCircuit.firstname, agentCircuit.lastname, ((clientIP == null) ? "stored IP" : clientIP.Address.ToString()), gatekeeper.ServerURI);
|
agentCircuit.firstname, agentCircuit.lastname, ((clientIP == null) ? "stored IP" : clientIP.Address.ToString()), gatekeeper.ServerURI);
|
||||||
|
|
||||||
|
if (m_UserAccountService.GetUserAccount(UUID.Zero, agentCircuit.AgentID) == null)
|
||||||
|
{
|
||||||
|
m_log.WarnFormat("[USER AGENT SERVICE]: Someone attempted to lauch a foreign user from here {0} {1}", agentCircuit.firstname, agentCircuit.lastname);
|
||||||
|
reason = "Forbidden to launch your agents from here";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
// Take the IP address + port of the gatekeeper (reg) plus the info of finalDestination
|
// Take the IP address + port of the gatekeeper (reg) plus the info of finalDestination
|
||||||
GridRegion region = new GridRegion(gatekeeper);
|
GridRegion region = new GridRegion(gatekeeper);
|
||||||
region.ServerURI = gatekeeper.ServerURI;
|
region.ServerURI = gatekeeper.ServerURI;
|
||||||
|
|
Loading…
Reference in New Issue