change child agents close control; disablesimulator is not a caps event message
parent
5c156508e2
commit
c68e7b6621
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@ -500,13 +500,13 @@ namespace OpenSim.Region.ClientStack.Linden
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responsedata["http_protocol_version"] = "HTTP/1.0";
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return responsedata;
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}
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/* this is not a event message
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public void DisableSimulator(ulong handle, UUID avatarID)
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{
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OSD item = EventQueueHelper.DisableSimulator(handle);
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Enqueue(item, avatarID);
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}
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*/
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public virtual void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY)
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{
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if (DebugLevel > 0)
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@ -90,7 +90,7 @@ namespace OpenSim.Region.ClientStack.Linden
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return BuildEvent("EnableSimulator", llsdBody);
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}
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/*
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public static OSD DisableSimulator(ulong handle)
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{
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//OSDMap llsdSimInfo = new OSDMap(1);
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@ -105,7 +105,7 @@ namespace OpenSim.Region.ClientStack.Linden
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return BuildEvent("DisableSimulator", llsdBody);
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}
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*/
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public static OSD CrossRegion(ulong handle, Vector3 pos, Vector3 lookAt,
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IPEndPoint newRegionExternalEndPoint,
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string capsURL, UUID agentID, UUID sessionID,
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@ -843,6 +843,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Name, Scene.Name, finalDestination.RegionName);
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string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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List<ulong> childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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foreach(ulong handler in childRegionsToClose)
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{
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agentCircuit.ChildrenCapSeeds.Remove(handler);
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}
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// Let's create an agent there if one doesn't exist yet.
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// NOTE: logout will always be false for a non-HG teleport.
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@ -1026,7 +1031,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return;
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}
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/*
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// TODO: This may be 0.6. Check if still needed
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// For backwards compatibility
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@ -1040,7 +1044,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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if(logout)
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sp.closeAllChildAgents();
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else
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sp.CloseChildAgents(childRegionsToClose);
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// call HG hook
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AgentHasMovedAway(sp, logout);
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@ -1066,9 +1073,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// This sleep can be increased if necessary. However, whilst it's active,
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// an agent cannot teleport back to this region if it has teleported away.
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Thread.Sleep(2000);
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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Thread.Sleep(500);
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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sp.IsInTransit = false;
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@ -1078,7 +1082,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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IPEndPoint endPoint, uint teleportFlags, bool OutSideViewRange, EntityTransferContext ctx, out string reason)
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{
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ulong destinationHandle = finalDestination.RegionHandle;
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AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
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List<ulong> childRegionsToClose = sp.GetChildAgentsToClose(destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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foreach(ulong handler in childRegionsToClose)
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{
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agentCircuit.ChildrenCapSeeds.Remove(handler);
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}
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string capsPath = finalDestination.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);;
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@ -1178,20 +1187,17 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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"[ENTITY TRANSFER MODULE]: UpdateAgent failed on teleport of {0} to {1}. Keeping avatar in {2}",
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sp.Name, finalDestination.RegionName, sp.Scene.Name);
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Fail(sp, finalDestination, logout, currentAgentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
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Fail(sp, finalDestination, logout, agentCircuit.SessionID.ToString(), "Connection between viewer and destination region could not be established.");
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sp.IsInTransit = false;
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return;
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}
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m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
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// Need to signal neighbours whether child agents may need closing irrespective of whether this
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// one needed closing. We also need to close child agents as quickly as possible to avoid complicated
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// race conditions with rapid agent releporting (e.g. from A1 to a non-neighbour B, back
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// to a neighbour A2 then off to a non-neighbour C). Closing child agents any later requires complex
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// distributed checks to avoid problems in rapid reteleporting scenarios and where child agents are
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// abandoned without proper close by viewer but then re-used by an incoming connection.
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sp.CloseChildAgents(logout, destinationHandle, finalDestination.RegionSizeX, finalDestination.RegionSizeY);
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if(logout)
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sp.closeAllChildAgents();
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else
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sp.CloseChildAgents(childRegionsToClose);
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sp.HasMovedAway(!(OutSideViewRange || logout));
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@ -1217,10 +1223,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// DECREASING THE WAIT TIME HERE WILL EITHER RESULT IN A VIEWER CRASH OR
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// IN THE AVIE BEING PLACED IN INFINITY FOR A COUPLE OF SECONDS.
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Thread.Sleep(25000);
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// if (m_eqModule != null && !sp.DoNotCloseAfterTeleport)
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// m_eqModule.DisableSimulator(sourceRegionHandle,sp.UUID);
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// Thread.Sleep(1000);
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Thread.Sleep(15000);
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// OK, it got this agent. Let's close everything
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// If we shouldn't close the agent due to some other region renewing the connection
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@ -1230,13 +1233,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.Scene.CloseAgent(sp.UUID, false);
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}
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/*
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else
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{
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// now we have a child agent in this region.
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sp.Reset();
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}
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*/
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sp.IsInTransit = false;
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}
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@ -1641,54 +1637,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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icon.EndInvoke(iar);
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}
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/// <summary>
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/// This Closes child agents on neighbouring 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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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, EntityTransferContext ctx)
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{
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try
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
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LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
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if (neighbourRegion == null)
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader);
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return agent;
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}
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IPEndPoint endpoint = neighbourRegion.ExternalEndPoint;
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if(endpoint == null)
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: failed to resolve neighbour address {0} ",neighbourRegion.ExternalHostName);
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return agent;
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}
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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agent.RemoveFromPhysicalScene();
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, isFlying, ctx))
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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return agent;
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}
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CrossAgentToNewRegionPost(agent, pos, neighbourRegion, endpoint, isFlying, ctx);
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}
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catch (Exception e)
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{
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m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
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}
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return agent;
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}
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public bool CrossAgentCreateFarChild(ScenePresence agent, GridRegion neighbourRegion, Vector3 pos, EntityTransferContext ctx)
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{
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ulong regionhandler = neighbourRegion.RegionHandle;
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@ -1728,8 +1676,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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m_log.DebugFormat("CrossAgentCreateFarChild failed to resolve neighbour address {0}", neighbourRegion.ExternalHostName);
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return false;
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}
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if (Scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason))
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if (!Scene.SimulationService.CreateAgent(source, neighbourRegion, agentCircuit, (int)TeleportFlags.Default, ctx, out reason))
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{
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agent.RemoveNeighbourRegion(regionhandler);
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return false;
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}
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string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentCircuit.CapsPath);
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int newSizeX = neighbourRegion.RegionSizeX;
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int newSizeY = neighbourRegion.RegionSizeY;
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@ -1752,26 +1704,68 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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return true;
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}
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agent.RemoveNeighbourRegion(regionhandler);
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return false;
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/// <summary>
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/// This Closes child agents on neighbouring 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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public ScenePresence CrossAgentToNewRegionAsync(
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ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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bool isFlying, EntityTransferContext ctx)
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{
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try
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: new region={1} at <{2},{3}>. newpos={4}",
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LogHeader, neighbourRegion.RegionName, neighbourRegion.RegionLocX, neighbourRegion.RegionLocY, pos);
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if (neighbourRegion == null)
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: invalid destiny", LogHeader);
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return agent;
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}
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public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, EntityTransferContext ctx)
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IPEndPoint endpoint = neighbourRegion.ExternalEndPoint;
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if(endpoint == null)
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: failed to resolve neighbour address {0} ",neighbourRegion.ExternalHostName);
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return agent;
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}
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m_entityTransferStateMachine.SetInTransit(agent.UUID);
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agent.RemoveFromPhysicalScene();
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if (!CrossAgentIntoNewRegionMain(agent, pos, neighbourRegion, endpoint, isFlying, ctx))
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{
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m_log.DebugFormat("{0}: CrossAgentToNewRegionAsync: cross main failed. Resetting transfer state", LogHeader);
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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}
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}
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catch (Exception e)
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{
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m_log.Error(string.Format("{0}: CrossAgentToNewRegionAsync: failed with exception ", LogHeader), e);
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}
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return agent;
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}
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public bool CrossAgentIntoNewRegionMain(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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IPEndPoint endpoint, bool isFlying, EntityTransferContext ctx)
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{
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int ts = Util.EnvironmentTickCount();
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bool sucess = true;
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string reason = String.Empty;
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List<ulong> childRegionsToClose = null;
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try
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{
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AgentData cAgent = new AgentData();
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agent.CopyTo(cAgent,true);
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// agent.Appearance.WearableCacheItems = null;
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cAgent.Position = pos;
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cAgent.ChildrenCapSeeds = agent.KnownRegions;
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childRegionsToClose = agent.GetChildAgentsToClose(neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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foreach(ulong regh in childRegionsToClose)
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cAgent.ChildrenCapSeeds.Remove(regh);
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if (isFlying)
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cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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@ -1806,7 +1800,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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}
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m_log.DebugFormat("[CrossAgentIntoNewRegionMain] ok, time {0}ms",Util.EnvironmentTickCountSubtract(ts));
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}
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catch (Exception e)
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{
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@ -1818,19 +1811,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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return false;
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}
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return true;
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}
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public void CrossAgentToNewRegionPost(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion,
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IPEndPoint endpoint, bool isFlying, EntityTransferContext ctx)
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{
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string agentcaps;
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if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
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{
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m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
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neighbourRegion.RegionHandle);
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return;
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return false;
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}
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// No turning back
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@ -1865,7 +1851,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
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m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);
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agent.CloseChildAgents(false, neighbourRegion.RegionHandle, neighbourRegion.RegionSizeX, neighbourRegion.RegionSizeY);
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if(childRegionsToClose != null)
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agent.CloseChildAgents(childRegionsToClose);
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// this may need the attachments
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@ -1877,20 +1864,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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// but not sure yet what the side effects would be.
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m_entityTransferStateMachine.ResetFromTransit(agent.UUID);
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// the user may change their profile information in other region,
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// so the userinfo in UserProfileCache is not reliable any more, delete it
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// REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
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// if (agent.Scene.NeedSceneCacheClear(agent.UUID))
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// {
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// m_log.DebugFormat(
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// "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
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// }
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//m_log.Debug("AFTER CROSS");
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//Scene.DumpChildrenSeeds(UUID);
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//DumpKnownRegions();
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return;
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return true;
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}
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private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
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@ -39,7 +39,7 @@ namespace OpenSim.Region.Framework.Interfaces
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bool Enqueue(OSD o, UUID avatarID);
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// These are required to decouple Scenes from EventQueueHelper
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void DisableSimulator(ulong handle, UUID avatarID);
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// void DisableSimulator(ulong handle, UUID avatarID);
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void EnableSimulator(ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY);
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void EstablishAgentCommunication(UUID avatarID, IPEndPoint endPoint,
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string capsPath, ulong regionHandle, int regionSizeX, int regionSizeY);
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@ -1884,7 +1884,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get
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{
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return new List<ulong>(KnownRegions.Keys);
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lock (m_knownChildRegions)
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return new List<ulong>(m_knownChildRegions.Keys);
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}
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}
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@ -4407,26 +4408,15 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/* useless. Either use MakeChild or delete the presence
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public void Reset()
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Resetting {0} in {1}", Name, Scene.RegionInfo.RegionName);
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// Put the child agent back at the center
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AbsolutePosition
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= new Vector3(((float)m_scene.RegionInfo.RegionSizeX * 0.5f), ((float)m_scene.RegionInfo.RegionSizeY * 0.5f), 70);
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Animator.ResetAnimations();
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}
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*/
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/// <summary>
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/// Computes which child agents to close when the scene presence moves to another region.
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/// Removes those regions from m_knownRegions.
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/// </summary>
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/// <param name="newRegionX">The new region's x on the map</param>
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/// <param name="newRegionY">The new region's y on the map</param>
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/// <param name="newRegionHandle">The new region's handle</param>
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/// <param name="newRegionSizeX">The new region's size x</param>
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/// <param name="newRegionSizeY">The new region's size y</param>
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/// <returns></returns>
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public void CloseChildAgents(bool logout, ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY)
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public List<ulong> GetChildAgentsToClose(ulong newRegionHandle, int newRegionSizeX, int newRegionSizeY)
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{
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uint newRegionX, newRegionY;
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List<ulong> byebyeRegions = new List<ulong>();
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@ -4442,17 +4432,16 @@ namespace OpenSim.Region.Framework.Scenes
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foreach (ulong handle in knownRegions)
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{
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// Don't close the agent on this region yet
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if (handle != Scene.RegionInfo.RegionHandle)
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{
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if (logout)
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if(newRegionY == 0) // HG
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byebyeRegions.Add(handle);
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else
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{
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Util.RegionHandleToRegionLoc(handle, out x, out y);
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if (m_knownChildRegionsSizeInfo.TryGetValue(handle, out regInfo))
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{
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if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
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// if (Util.IsOutsideView(RegionViewDistance, x, newRegionX, y, newRegionY,
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// for now need to close all but first order bc RegionViewDistance it the target value not ours
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if (Util.IsOutsideView(255, x, newRegionX, y, newRegionY,
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regInfo.sizeX, regInfo.sizeY, newRegionSizeX, newRegionSizeY))
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{
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byebyeRegions.Add(handle);
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@ -4464,15 +4453,16 @@ namespace OpenSim.Region.Framework.Scenes
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(int)Constants.RegionSize, (int)Constants.RegionSize, newRegionSizeX, newRegionSizeY))
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{
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byebyeRegions.Add(handle);
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// this should not be here
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// if(eventQueue != null)
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// eventQueue.DisableSimulator(handle,UUID);
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}
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}
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||||
}
|
||||
}
|
||||
return byebyeRegions;
|
||||
}
|
||||
|
||||
public void CloseChildAgents(List<ulong> byebyeRegions)
|
||||
{
|
||||
byebyeRegions.Remove(Scene.RegionInfo.RegionHandle);
|
||||
if (byebyeRegions.Count > 0)
|
||||
{
|
||||
m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
|
||||
|
|
|
@ -108,12 +108,12 @@ namespace OpenSim.Tests.Common
|
|||
AddEvent(avatarID, "Enqueue", o);
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
public void DisableSimulator(ulong handle, UUID avatarID)
|
||||
{
|
||||
AddEvent(avatarID, "DisableSimulator", handle);
|
||||
}
|
||||
|
||||
*/
|
||||
public void EnableSimulator (ulong handle, IPEndPoint endPoint, UUID avatarID, int regionSizeX, int regionSizeY)
|
||||
{
|
||||
AddEvent(avatarID, "EnableSimulator", handle);
|
||||
|
|
Loading…
Reference in New Issue