Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-05-24 18:07:05 -04:00
commit bd5a298a2d
1 changed files with 248 additions and 234 deletions

View File

@ -73,6 +73,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions = private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>(); new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();
private IEventQueue m_eqModule;
#region ISharedRegionModule #region ISharedRegionModule
public Type ReplaceableInterface public Type ReplaceableInterface
@ -147,7 +149,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
public virtual void RemoveRegion(Scene scene) {} public virtual void RemoveRegion(Scene scene) {}
public virtual void RegionLoaded(Scene scene) {} public virtual void RegionLoaded(Scene scene)
{
if (!m_Enabled)
return;
m_eqModule = m_scene.RequestModuleInterface<IEventQueue>();
}
#endregion #endregion
@ -219,6 +227,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.DebugFormat( m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.", "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
sp.Name, sp.UUID, position); sp.Name, sp.UUID, position);
return;
} }
// Teleport within the same region // Teleport within the same region
@ -358,6 +368,30 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
ScenePresence sp, GridRegion reg, GridRegion finalDestination, ScenePresence sp, GridRegion reg, GridRegion finalDestination,
Vector3 position, Vector3 lookAt, uint teleportFlags) Vector3 position, Vector3 lookAt, uint teleportFlags)
{ {
// Record that this agent is in transit so that we can prevent simultaneous requests and do later detection
// of whether the destination region completes the teleport.
if (!SetInTransit(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
return;
}
if (reg == null || finalDestination == null)
{
sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
ResetFromTransit(sp.UUID);
return;
}
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
RegionInfo sourceRegion = sp.Scene.RegionInfo; RegionInfo sourceRegion = sp.Scene.RegionInfo;
if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination)) if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
@ -369,31 +403,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY, sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
MaxTransferDistance)); MaxTransferDistance));
return; ResetFromTransit(sp.UUID);
}
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
if (reg == null || finalDestination == null)
{
sp.ControllingClient.SendTeleportFailed("Unable to locate destination");
return;
}
if (!SetInTransit(sp.UUID)) // Avie is already on the way. Caller shouldn't do this.
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Ignoring teleport request of {0} {1} to {2} ({3}) {4}/{5} - agent is already in transit.",
sp.Name, sp.UUID, reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
return; return;
} }
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleporting {0} {1} from {2} to {3} ({4}) {5}/{6}",
sp.Name, sp.UUID, sp.Scene.RegionInfo.RegionName,
reg.ServerURI, finalDestination.ServerURI, finalDestination.RegionName, position);
uint newRegionX = (uint)(reg.RegionHandle >> 40); uint newRegionX = (uint)(reg.RegionHandle >> 40);
uint newRegionY = (((uint)(reg.RegionHandle)) >> 8); uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40); uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
@ -405,17 +419,19 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
// it's actually doing a lot of work. // it's actually doing a lot of work.
IPEndPoint endPoint = finalDestination.ExternalEndPoint; IPEndPoint endPoint = finalDestination.ExternalEndPoint;
if (endPoint.Address != null)
{
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
if (!sp.ValidateAttachments()) if (endPoint.Address == null)
m_log.DebugFormat( {
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.", sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName); ResetFromTransit(sp.UUID);
return;
}
if (!sp.ValidateAttachments())
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Failed validation of all attachments for teleport of {0} from {1} to {2}. Continuing.",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName);
// if (!sp.ValidateAttachments()) // if (!sp.ValidateAttachments())
// { // {
@ -423,211 +439,210 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
// return; // return;
// } // }
string reason; string reason;
string version; string version;
if (!m_scene.SimulationService.QueryAccess( if (!m_scene.SimulationService.QueryAccess(
finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason)) finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
{ {
sp.ControllingClient.SendTeleportFailed(reason); sp.ControllingClient.SendTeleportFailed(reason);
ResetFromTransit(sp.UUID); ResetFromTransit(sp.UUID);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
return;
}
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
sp.ControllingClient.SendTeleportStart(teleportFlags);
// the avatar.Close below will clear the child region list. We need this below for (possibly)
// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
//List<ulong> childRegions = avatar.KnownRegionHandles;
// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
// failure at this point (unlike a border crossing failure). So perhaps this can never fail
// once we reach here...
//avatar.Scene.RemoveCapsHandler(avatar.UUID);
string capsPath = String.Empty;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
agentCircuit.startpos = position;
agentCircuit.child = true;
agentCircuit.Appearance = sp.Appearance;
if (currentAgentCircuit != null)
{
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
agentCircuit.IPAddress = currentAgentCircuit.IPAddress;
agentCircuit.Viewer = currentAgentCircuit.Viewer;
agentCircuit.Channel = currentAgentCircuit.Channel;
agentCircuit.Mac = currentAgentCircuit.Mac;
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
}
// Let's create an agent there if one doesn't exist yet.
bool logout = false;
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
{
sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
ResetFromTransit(sp.UUID);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
return;
}
// OK, it got this agent. Let's close some child agents
sp.CloseChildAgents(newRegionX, newRegionY);
IClientIPEndpoint ipepClient;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
#region IP Translation for NAT
// Uses ipepClient above
if (sp.ClientView.TryGet(out ipepClient))
{
endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
}
#endregion
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
if (eq != null)
{
eq.EnableSimulator(destinationHandle, endPoint, sp.UUID);
// ES makes the client send a UseCircuitCode message to the destination,
// which triggers a bunch of things there.
// So let's wait
Thread.Sleep(200);
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
}
else
{
sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
}
}
else
{
agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
// Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData();
sp.CopyTo(agent);
agent.Position = position;
SetCallbackURL(agent, sp.Scene.RegionInfo);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
if (!UpdateAgent(reg, finalDestination, agent))
{
// Region doesn't take it
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Returning avatar to source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout);
return;
}
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
m_log.DebugFormat( m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}", "[ENTITY TRANSFER MODULE]: {0} was stopped from teleporting from {1} to {2} because {3}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name); sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
if (eq != null) return;
}
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Destination is running version {0}", version);
// Fixing a bug where teleporting while sitting results in the avatar ending up removed from
// both regions
if (sp.ParentID != (uint)0)
sp.StandUp();
sp.ControllingClient.SendTeleportStart(teleportFlags);
// the avatar.Close below will clear the child region list. We need this below for (possibly)
// closing the child agents, so save it here (we need a copy as it is Clear()-ed).
//List<ulong> childRegions = avatar.KnownRegionHandles;
// Compared to ScenePresence.CrossToNewRegion(), there's no obvious code to handle a teleport
// failure at this point (unlike a border crossing failure). So perhaps this can never fail
// once we reach here...
//avatar.Scene.RemoveCapsHandler(avatar.UUID);
string capsPath = String.Empty;
AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
AgentCircuitData agentCircuit = sp.ControllingClient.RequestClientInfo();
agentCircuit.startpos = position;
agentCircuit.child = true;
agentCircuit.Appearance = sp.Appearance;
if (currentAgentCircuit != null)
{
agentCircuit.ServiceURLs = currentAgentCircuit.ServiceURLs;
agentCircuit.IPAddress = currentAgentCircuit.IPAddress;
agentCircuit.Viewer = currentAgentCircuit.Viewer;
agentCircuit.Channel = currentAgentCircuit.Channel;
agentCircuit.Mac = currentAgentCircuit.Mac;
agentCircuit.Id0 = currentAgentCircuit.Id0;
}
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
// brand new agent, let's create a new caps seed
agentCircuit.CapsPath = CapsUtil.GetRandomCapsObjectPath();
}
// Let's create an agent there if one doesn't exist yet.
bool logout = false;
if (!CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout))
{
sp.ControllingClient.SendTeleportFailed(String.Format("Teleport refused: {0}", reason));
ResetFromTransit(sp.UUID);
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} from {1} to {2} was refused because {3}",
sp.Name, sp.Scene.RegionInfo.RegionName, finalDestination.RegionName, reason);
return;
}
// OK, it got this agent. Let's close some child agents
sp.CloseChildAgents(newRegionX, newRegionY);
IClientIPEndpoint ipepClient;
if (NeedsNewAgent(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY))
{
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Creating agent...");
#region IP Translation for NAT
// Uses ipepClient above
if (sp.ClientView.TryGet(out ipepClient))
{ {
eq.TeleportFinishEvent(destinationHandle, 13, endPoint, endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
0, teleportFlags, capsPath, sp.UUID); }
#endregion
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
if (m_eqModule != null)
{
m_eqModule.EnableSimulator(destinationHandle, endPoint, sp.UUID);
// ES makes the client send a UseCircuitCode message to the destination,
// which triggers a bunch of things there.
// So let's wait
Thread.Sleep(200);
m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
} }
else else
{ {
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4, sp.ControllingClient.InformClientOfNeighbour(destinationHandle, endPoint);
teleportFlags, capsPath);
}
// Let's set this to true tentatively. This does not trigger OnChildAgent
sp.IsChildAgent = true;
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
// that the client contacted the destination before we close things here.
if (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID))
{
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout);
return;
}
// For backwards compatibility
if (version == "Unknown" || version == string.Empty)
{
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
}
// May need to logout or other cleanup
AgentHasMovedAway(sp, logout);
// Well, this is it. The agent is over there.
KillEntity(sp.Scene, sp.LocalId);
// Now let's make it officially a child agent
sp.MakeChildAgent();
// sp.Scene.CleanDroppedAttachments();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
// they regard the new region as the current region after receiving the AgentMovementComplete
// response. If close is sent before then, it will cause the viewer to quit instead.
// However, if this delay is longer, then a viewer can teleport back to this region and experience
// a failure because the old ScenePresence has not yet been cleaned up.
Thread.Sleep(2000);
sp.Close();
sp.Scene.IncomingCloseAgent(sp.UUID);
}
else
{
// now we have a child agent in this region.
sp.Reset();
}
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
sp.UUID);
} }
} }
else else
{ {
sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); agentCircuit.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, reg.RegionHandle);
capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
}
// Let's send a full update of the agent. This is a synchronous call.
AgentData agent = new AgentData();
sp.CopyTo(agent);
agent.Position = position;
SetCallbackURL(agent, sp.Scene.RegionInfo);
//sp.ControllingClient.SendTeleportProgress(teleportFlags, "Updating agent...");
if (!UpdateAgent(reg, finalDestination, agent))
{
// Region doesn't take it
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1} from {2}. Returning avatar to source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout);
return;
}
sp.ControllingClient.SendTeleportProgress(teleportFlags | (uint)TeleportFlags.DisableCancel, "sending_dest");
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} from {1} to {2}",
capsPath, sp.Scene.RegionInfo.RegionName, sp.Name);
if (m_eqModule != null)
{
m_eqModule.TeleportFinishEvent(destinationHandle, 13, endPoint, 0, teleportFlags, capsPath, sp.UUID);
}
else
{
sp.ControllingClient.SendRegionTeleport(destinationHandle, 13, endPoint, 4,
teleportFlags, capsPath);
}
// Let's set this to true tentatively. This does not trigger OnChildAgent
sp.IsChildAgent = true;
// TeleportFinish makes the client send CompleteMovementIntoRegion (at the destination), which
// trigers a whole shebang of things there, including MakeRoot. So let's wait for confirmation
// that the client contacted the destination before we close things here.
if (EnableWaitForCallbackFromTeleportDest && !WaitForCallback(sp.UUID))
{
m_log.WarnFormat(
"[ENTITY TRANSFER MODULE]: Teleport of {0} to {1} from {2} failed due to no callback from destination region. Returning avatar to source region.",
sp.Name, finalDestination.RegionName, sp.Scene.RegionInfo.RegionName);
Fail(sp, finalDestination, logout);
return;
}
// For backwards compatibility
if (version == "Unknown" || version == string.Empty)
{
// CrossAttachmentsIntoNewRegion is a synchronous call. We shouldn't need to wait after it
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Old simulator, sending attachments one by one...");
CrossAttachmentsIntoNewRegion(finalDestination, sp, true);
}
// May need to logout or other cleanup
AgentHasMovedAway(sp, logout);
// Well, this is it. The agent is over there.
KillEntity(sp.Scene, sp.LocalId);
// Now let's make it officially a child agent
sp.MakeChildAgent();
// sp.Scene.CleanDroppedAttachments();
// Finally, let's close this previously-known-as-root agent, when the jump is outside the view zone
if (NeedsClosing(sp.DrawDistance, oldRegionX, newRegionX, oldRegionY, newRegionY, reg))
{
// We need to delay here because Imprudence viewers, unlike v1 or v3, have a short (<200ms, <500ms) delay before
// they regard the new region as the current region after receiving the AgentMovementComplete
// response. If close is sent before then, it will cause the viewer to quit instead.
// However, if this delay is longer, then a viewer can teleport back to this region and experience
// a failure because the old ScenePresence has not yet been cleaned up.
Thread.Sleep(2000);
sp.Close();
sp.Scene.IncomingCloseAgent(sp.UUID);
}
else
{
// now we have a child agent in this region.
sp.Reset();
}
// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
if (sp.Scene.NeedSceneCacheClear(sp.UUID))
{
m_log.DebugFormat(
"[ENTITY TRANSFER MODULE]: User {0} is going to another region, profile cache removed",
sp.UUID);
} }
} }
@ -1114,11 +1129,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID); m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);
IEventQueue eq = agent.Scene.RequestModuleInterface<IEventQueue>(); if (m_eqModule != null)
if (eq != null)
{ {
eq.CrossRegion(neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint, m_eqModule.CrossRegion(
capsPath, agent.UUID, agent.ControllingClient.SessionId); neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
capsPath, agent.UUID, agent.ControllingClient.SessionId);
} }
else else
{ {
@ -1466,8 +1481,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (regionAccepted && newAgent) if (regionAccepted && newAgent)
{ {
IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); if (m_eqModule != null)
if (eq != null)
{ {
#region IP Translation for NAT #region IP Translation for NAT
IClientIPEndpoint ipepClient; IClientIPEndpoint ipepClient;
@ -1481,8 +1495,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
"and EstablishAgentCommunication with seed cap {4}", "and EstablishAgentCommunication with seed cap {4}",
scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath); scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);
eq.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID); m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
eq.EstablishAgentCommunication(sp.UUID, endPoint, capsPath); m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
} }
else else
{ {