Property | Type | Description | |
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m_Enabled | bool | ||
m_aScene | |||
m_agentsInTransit | List |
Method | Description | |
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AddRegion ( |
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AgentArrivedAtDestination ( UUID id ) : void | ||
Close ( ) : void | ||
Cross ( |
Move the given scene object into a new region depending on which region its absolute position has moved into. This method locates the new region handle and offsets the prim position for the new region
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Cross ( |
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EnableChildAgent ( |
This informs a single neighboring region about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.
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EnableChildAgents ( |
This informs all neighboring regions about agent "avatar". Calls an asynchronous method to do so.. so it doesn't lag the sim.
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InformClientToInitiateTeleportToLocationAsync ( |
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Initialise ( IConfigSource source ) : void | ||
PostInitialise ( ) : void | ||
RegionLoaded ( |
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RemoveRegion ( |
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Teleport ( |
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TeleportHome ( UUID id, IClientAPI client ) : void |
Method | Description | |
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AgentHasMovedAway ( UUID sessionID, bool logout ) : void | ||
CreateAgent ( |
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CrossAgentToNewRegionAsync ( |
This Closes child agents on neighboring regions Calls an asynchronous method to do so.. so it doesn't lag the sim.
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CrossAttachmentsIntoNewRegion ( |
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CrossPrimGroupIntoNewRegion ( |
Move the given scene object into a new region
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DoTeleport ( |
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GetFinalDestination ( |
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IsOutsideRegion ( |
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KillEntity ( |
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NeedsClosing ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, |
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NeedsNewAgent ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY ) : bool | ||
OnNewClient ( IClientAPI client ) : void | ||
RequestNeighbours ( |
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ResetFromTransit ( UUID id ) : bool | ||
SetCallbackURL ( |
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SetInTransit ( UUID id ) : void | ||
UpdateAgent ( |
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WaitForCallback ( UUID id ) : bool |
Method | Description | |
---|---|---|
CrossAgentToNewRegionCompleted ( IAsyncResult iar ) : void | ||
Fail ( |
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InformClientOfNeighbourAsync ( |
Async component for informing client of which neighbours exist This needs to run asynchronously, as a network timeout may block the thread for a long while |
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InformClientOfNeighbourCompleted ( IAsyncResult iar ) : void | ||
InformClientToInitateTeleportToLocation ( |
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InformClientToInitiateTeleportToLocationCompleted ( IAsyncResult iar ) : void | ||
NeighbourHandles ( List |
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NewNeighbours ( List |
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OldNeighbours ( List |
public AddRegion ( |
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scene | ||
return | void |
public AgentArrivedAtDestination ( UUID id ) : void | ||
id | UUID | |
return | void |
protected AgentHasMovedAway ( UUID sessionID, bool logout ) : void | ||
sessionID | UUID | |
logout | bool | |
return | void |
protected CreateAgent ( |
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sp | ||
reg | ||
finalDestination | ||
agentCircuit | ||
teleportFlags | uint | |
reason | string | |
logout | bool | |
return | bool |
public Cross ( |
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grp | the scene object that we're crossing | |
attemptedPosition | System.Vector3 | the attempted out of region position of the scene object |
silent | bool | |
return | void |
public Cross ( |
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agent | ||
isFlying | bool | |
return | void |
protected CrossAgentToNewRegionAsync ( |
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agent | ||
pos | System.Vector3 | |
neighbourx | uint | |
neighboury | uint | |
isFlying | bool | |
return |
protected CrossAttachmentsIntoNewRegion ( |
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destination | ||
sp | ||
silent | bool | |
return | bool |
protected CrossPrimGroupIntoNewRegion ( |
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destination | ||
grp | Scene Object Group that we're crossing | |
silent | bool | |
return | bool |
protected DoTeleport ( |
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sp | ||
reg | ||
finalDestination | ||
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
eq | IEventQueue | |
return | void |
public EnableChildAgent ( |
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sp | ||
region | ||
return | void |
public EnableChildAgents ( |
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sp | ||
return | void |
protected GetFinalDestination ( |
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region | ||
return |
public InformClientToInitiateTeleportToLocationAsync ( |
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agent | ||
regionX | uint | |
regionY | uint | |
position | System.Vector3 | |
initiatingScene | ||
return | void |
public Initialise ( IConfigSource source ) : void | ||
source | IConfigSource | |
return | void |
protected IsOutsideRegion ( |
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s | ||
pos | System.Vector3 | |
return | bool |
protected KillEntity ( |
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scene | ||
localID | uint | |
return | void |
protected NeedsClosing ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, |
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oldRegionX | uint | |
newRegionX | uint | |
oldRegionY | uint | |
newRegionY | uint | |
reg | ||
return | bool |
protected NeedsNewAgent ( uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY ) : bool | ||
oldRegionX | uint | |
newRegionX | uint | |
oldRegionY | uint | |
newRegionY | uint | |
return | bool |
protected OnNewClient ( IClientAPI client ) : void | ||
client | IClientAPI | |
return | void |
public RegionLoaded ( |
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scene | ||
return | void |
public RemoveRegion ( |
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scene | ||
return | void |
protected RequestNeighbours ( |
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pScene | ||
pRegionLocX | uint | |
pRegionLocY | uint | |
return | List |
protected ResetFromTransit ( UUID id ) : bool | ||
id | UUID | |
return | bool |
protected SetCallbackURL ( |
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agent | ||
region | ||
return | void |
public Teleport ( |
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sp | ||
regionHandle | ulong | |
position | System.Vector3 | |
lookAt | System.Vector3 | |
teleportFlags | uint | |
return | void |
public TeleportHome ( UUID id, IClientAPI client ) : void | ||
id | UUID | |
client | IClientAPI | |
return | void |
protected UpdateAgent ( |
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reg | ||
finalDestination | ||
agent | ||
return | bool |
protected Scene,OpenSim.Region.Framework.Scenes m_aScene | ||
return |