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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs63
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs33
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs1
5 files changed, 107 insertions, 85 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d293a8b..c132c5d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -3609,7 +3609,7 @@ namespace OpenSim.Region.Framework.Scenes
3609 regions.Remove(RegionInfo.RegionHandle); 3609 regions.Remove(RegionInfo.RegionHandle);
3610 3610
3611 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours. 3611 // This ends up being done asynchronously so that a logout isn't held up where there are many present but unresponsive neighbours.
3612 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3612 m_sceneGridService.SendCloseChildAgentConnections(agentID, acd.SessionID.ToString(), regions);
3613 } 3613 }
3614 3614
3615 m_eventManager.TriggerClientClosed(agentID, this); 3615 m_eventManager.TriggerClientClosed(agentID, this);
@@ -3856,7 +3856,6 @@ namespace OpenSim.Region.Framework.Scenes
3856 m_log.WarnFormat( 3856 m_log.WarnFormat(
3857 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3857 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3858 sp.Name, sp.UUID, RegionInfo.RegionName); 3858 sp.Name, sp.UUID, RegionInfo.RegionName);
3859
3860 3859
3861 if (sp.ControllingClient != null) 3860 if (sp.ControllingClient != null)
3862 sp.ControllingClient.Close(true, true); 3861 sp.ControllingClient.Close(true, true);
@@ -4395,10 +4394,16 @@ namespace OpenSim.Region.Framework.Scenes
4395 4394
4396 if (childAgentUpdate != null) 4395 if (childAgentUpdate != null)
4397 { 4396 {
4397 if (cAgentData.SessionID != childAgentUpdate.ControllingClient.SessionId)
4398 {
4399 m_log.WarnFormat("[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", childAgentUpdate.UUID, cAgentData.SessionID);
4400 Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}",
4401 childAgentUpdate.UUID, childAgentUpdate.ControllingClient.SessionId, cAgentData.SessionID));
4402 }
4403
4398 childAgentUpdate.ChildAgentDataUpdate(cAgentData); 4404 childAgentUpdate.ChildAgentDataUpdate(cAgentData);
4399 return true; 4405 return true;
4400 } 4406 }
4401
4402 return false; 4407 return false;
4403 } 4408 }
4404 4409
@@ -4414,20 +4419,24 @@ namespace OpenSim.Region.Framework.Scenes
4414 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); 4419 ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
4415 if (childAgentUpdate != null) 4420 if (childAgentUpdate != null)
4416 { 4421 {
4417 // I can't imagine *yet* why we would get an update if the agent is a root agent.. 4422 if (childAgentUpdate.ControllingClient.SessionId == cAgentData.SessionID)
4418 // however to avoid a race condition crossing borders.. 4423 {
4419 if (childAgentUpdate.IsChildAgent) 4424 // I can't imagine *yet* why we would get an update if the agent is a root agent..
4420 { 4425 // however to avoid a race condition crossing borders..
4421 uint rRegionX = (uint)(cAgentData.RegionHandle >> 40); 4426 if (childAgentUpdate.IsChildAgent)
4422 uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8); 4427 {
4423 uint tRegionX = RegionInfo.RegionLocX; 4428 uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
4424 uint tRegionY = RegionInfo.RegionLocY; 4429 uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
4425 //Send Data to ScenePresence 4430 uint tRegionX = RegionInfo.RegionLocX;
4426 childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY); 4431 uint tRegionY = RegionInfo.RegionLocY;
4427 // Not Implemented: 4432 //Send Data to ScenePresence
4428 //TODO: Do we need to pass the message on to one of our neighbors? 4433 childAgentUpdate.ChildAgentDataUpdate(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
4434 // Not Implemented:
4435 //TODO: Do we need to pass the message on to one of our neighbors?
4436 }
4429 } 4437 }
4430 4438 else
4439 m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}", childAgentUpdate.UUID, cAgentData.SessionID);
4431 return true; 4440 return true;
4432 } 4441 }
4433 4442
@@ -4470,6 +4479,25 @@ namespace OpenSim.Region.Framework.Scenes
4470 4479
4471 return false; 4480 return false;
4472 } 4481 }
4482 /// <summary>
4483 /// Authenticated close (via network)
4484 /// </summary>
4485 /// <param name="agentID"></param>
4486 /// <param name="force"></param>
4487 /// <param name="auth_token"></param>
4488 /// <returns></returns>
4489 public bool IncomingCloseAgent(UUID agentID, bool force, string auth_token)
4490 {
4491 //m_log.DebugFormat("[SCENE]: Processing incoming close agent {0} in region {1} with auth_token {2}", agentID, RegionInfo.RegionName, auth_token);
4492
4493 // Check that the auth_token is valid
4494 AgentCircuitData acd = AuthenticateHandler.GetAgentCircuitData(agentID);
4495 if (acd != null && acd.SessionID.ToString() == auth_token)
4496 return IncomingCloseAgent(agentID, force);
4497 else
4498 m_log.ErrorFormat("[SCENE]: Request to close agent {0} with invalid authorization token {1}", agentID, auth_token);
4499 return false;
4500 }
4473 4501
4474 public bool IncomingCloseAgent(UUID agentID) 4502 public bool IncomingCloseAgent(UUID agentID)
4475 { 4503 {
@@ -4492,7 +4520,6 @@ namespace OpenSim.Region.Framework.Scenes
4492 public bool IncomingCloseAgent(UUID agentID, bool force) 4520 public bool IncomingCloseAgent(UUID agentID, bool force)
4493 { 4521 {
4494 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4522 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4495
4496 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4523 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4497 if (presence != null) 4524 if (presence != null)
4498 { 4525 {
@@ -4500,7 +4527,7 @@ namespace OpenSim.Region.Framework.Scenes
4500 return true; 4527 return true;
4501 } 4528 }
4502 4529
4503 // Agent not here 4530 // Agent not here
4504 return false; 4531 return false;
4505 } 4532 }
4506 4533
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index df61dde..52f46f2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -200,7 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
200 /// This Closes child agents on neighboring regions 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
202 /// </summary> 202 /// </summary>
203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
204 { 204 {
205 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
206 206
@@ -209,24 +209,25 @@ namespace OpenSim.Region.Framework.Scenes
209 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
210 210
211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
214 212
215 private void SendCloseChildAgentCompleted(IAsyncResult iar) 213 m_log.DebugFormat(
216 { 214 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName);
217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState; 215
218 icon.EndInvoke(iar); 216 m_scene.SimulationService.CloseAgent(destination, agentID, auth_token);
219 } 217 }
220 218
221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 219 /// <summary>
220 /// Closes a child agents in a collection of regions. Does so asynchronously
221 /// so that the caller doesn't wait.
222 /// </summary>
223 /// <param name="agentID"></param>
224 /// <param name="regionslst"></param>
225 public void SendCloseChildAgentConnections(UUID agentID, string auth_code, List<ulong> regionslst)
222 { 226 {
223 foreach (ulong handle in regionslst) 227 foreach (ulong handle in regionslst)
224 { 228 {
225 ulong handleCopy = handle; 229 ulong handleCopy = handle;
226 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync; 230 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); });
227 d.BeginInvoke(agentID, handleCopy,
228 SendCloseChildAgentCompleted,
229 d);
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2594b1b..59a453a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4704,50 +4704,6 @@ namespace OpenSim.Region.Framework.Scenes
4704 } 4704 }
4705 4705
4706 /// <summary> 4706 /// <summary>
4707 /// Subscribe for physics collision events if needed for scripts and sounds
4708 /// </summary>
4709 public void SubscribeForCollisionEvents()
4710 {
4711 PhysicsActor pa = PhysActor;
4712
4713 if (pa != null)
4714 {
4715 if (
4716 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4717 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4718 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4719 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4720 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4721 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4722 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4723 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4724 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4725 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4726 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4727 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4728 (CollisionSound != UUID.Zero)
4729 )
4730 {
4731 if (!pa.SubscribedEvents())
4732 {
4733 // If not already subscribed for event, set up for a collision event.
4734 pa.OnCollisionUpdate += PhysicsCollision;
4735 pa.SubscribeEvents(1000);
4736 }
4737 }
4738 else
4739 {
4740 // There is no need to be subscribed to collisions so, if subscribed, remove subscription
4741 if (pa.SubscribedEvents())
4742 {
4743 pa.OnCollisionUpdate -= PhysicsCollision;
4744 pa.UnSubscribeEvents();
4745 }
4746 }
4747 }
4748 }
4749
4750 /// <summary>
4751 /// Adds this part to the physics scene. 4707 /// Adds this part to the physics scene.
4752 /// and sets the PhysActor property 4708 /// and sets the PhysActor property
4753 /// </summary> 4709 /// </summary>
@@ -5205,7 +5161,31 @@ namespace OpenSim.Region.Framework.Scenes
5205 { 5161 {
5206 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5162 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
5207 } 5163 }
5208 5164/*
5165 PhysicsActor pa = PhysActor;
5166 if (pa != null)
5167 {
5168 if (
5169// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5170// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5171// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5172// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5173// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5174// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5175 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5176 )
5177 {
5178 // subscribe to physics updates.
5179 pa.OnCollisionUpdate += PhysicsCollision;
5180 pa.SubscribeEvents(1000);
5181 }
5182 else
5183 {
5184 pa.UnSubscribeEvents();
5185 pa.OnCollisionUpdate -= PhysicsCollision;
5186 }
5187 }
5188 */
5209 UpdatePhysicsSubscribedEvents(); 5189 UpdatePhysicsSubscribedEvents();
5210 5190
5211 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5191 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4ae0eb1..6e4ac98 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1151,9 +1151,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 1151
1152 MovementFlag = 0; 1152 MovementFlag = 0;
1153 1153
1154 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1154 // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of
1155 1155 // CompleteMovement. We don't want modules doing heavy computation before CompleteMovement
1156 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd; 1156 // is over.
1157 } 1157 }
1158 1158
1159 public int GetStateSource() 1159 public int GetStateSource()
@@ -1519,10 +1519,15 @@ namespace OpenSim.Region.Framework.Scenes
1519 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1519 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1520 MakeRootAgent(AbsolutePosition, flying); 1520 MakeRootAgent(AbsolutePosition, flying);
1521 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 1521 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1522 // Remember in HandleUseCircuitCode, we delayed this to here
1523 // This will also send the initial data to clients when TP to a neighboring region.
1524 // Not ideal, but until we know we're TP-ing from a neighboring region, there's not much we can do
1525 if (m_teleportFlags > 0)
1526 SendInitialDataToMe();
1522 1527
1523// m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); 1528// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1524 1529
1525 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1530 if (!string.IsNullOrEmpty(m_callbackURI))
1526 { 1531 {
1527 // We cannot sleep here since this would hold up the inbound packet processing thread, as 1532 // We cannot sleep here since this would hold up the inbound packet processing thread, as
1528 // CompleteMovement() is executed synchronously. However, it might be better to delay the release 1533 // CompleteMovement() is executed synchronously. However, it might be better to delay the release
@@ -1550,9 +1555,6 @@ namespace OpenSim.Region.Framework.Scenes
1550 // Create child agents in neighbouring regions 1555 // Create child agents in neighbouring regions
1551 if (openChildAgents && !IsChildAgent) 1556 if (openChildAgents && !IsChildAgent)
1552 { 1557 {
1553 // Remember in HandleUseCircuitCode, we delayed this to here
1554 SendInitialDataToMe();
1555
1556 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1558 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1557 if (m_agentTransfer != null) 1559 if (m_agentTransfer != null)
1558 m_agentTransfer.EnableChildAgents(this); 1560 m_agentTransfer.EnableChildAgents(this);
@@ -1575,6 +1577,11 @@ namespace OpenSim.Region.Framework.Scenes
1575// m_log.DebugFormat( 1577// m_log.DebugFormat(
1576// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", 1578// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
1577// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); 1579// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
1580
1581 // DIVA NOTE: moved this here from MakeRoot. We don't want modules making heavy
1582 // computations before CompleteMovement is over
1583 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1584
1578 } 1585 }
1579 1586
1580 /// <summary> 1587 /// <summary>
@@ -2886,11 +2893,12 @@ namespace OpenSim.Region.Framework.Scenes
2886 SendOtherAgentsAppearanceToMe(); 2893 SendOtherAgentsAppearanceToMe();
2887 2894
2888 EntityBase[] entities = Scene.Entities.GetEntities(); 2895 EntityBase[] entities = Scene.Entities.GetEntities();
2889 foreach(EntityBase e in entities) 2896 foreach (EntityBase e in entities)
2890 { 2897 {
2891 if (e != null && e is SceneObjectGroup) 2898 if (e != null && e is SceneObjectGroup)
2892 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); 2899 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
2893 } 2900 }
2901
2894 }); 2902 });
2895 } 2903 }
2896 2904
@@ -3116,7 +3124,7 @@ namespace OpenSim.Region.Framework.Scenes
3116 cadu.Velocity = Velocity; 3124 cadu.Velocity = Velocity;
3117 3125
3118 AgentPosition agentpos = new AgentPosition(); 3126 AgentPosition agentpos = new AgentPosition();
3119 agentpos.CopyFrom(cadu); 3127 agentpos.CopyFrom(cadu, ControllingClient.SessionId);
3120 3128
3121 // Let's get this out of the update loop 3129 // Let's get this out of the update loop
3122 Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); }); 3130 Util.FireAndForget(delegate { m_scene.SendOutChildAgentUpdates(agentpos, this); });
@@ -3355,7 +3363,11 @@ namespace OpenSim.Region.Framework.Scenes
3355 { 3363 {
3356 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents"); 3364 m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
3357 3365
3358 m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions); 3366 AgentCircuitData acd = Scene.AuthenticateHandler.GetAgentCircuitData(UUID);
3367 string auth = string.Empty;
3368 if (acd != null)
3369 auth = acd.SessionID.ToString();
3370 m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, auth, byebyeRegions);
3359 } 3371 }
3360 3372
3361 foreach (ulong handle in byebyeRegions) 3373 foreach (ulong handle in byebyeRegions)
@@ -3456,6 +3468,7 @@ namespace OpenSim.Region.Framework.Scenes
3456 3468
3457 cAgent.AgentID = UUID; 3469 cAgent.AgentID = UUID;
3458 cAgent.RegionID = Scene.RegionInfo.RegionID; 3470 cAgent.RegionID = Scene.RegionInfo.RegionID;
3471 cAgent.SessionID = ControllingClient.SessionId;
3459 3472
3460 cAgent.Position = AbsolutePosition; 3473 cAgent.Position = AbsolutePosition;
3461 cAgent.Velocity = m_velocity; 3474 cAgent.Velocity = m_velocity;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
index 5a72239..5df9aba 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -112,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
112 //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero); 112 //moveArgs.BodyRotation = Quaternion.CreateFromEulers(Vector3.Zero);
113 moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2))); 113 moveArgs.BodyRotation = Quaternion.CreateFromEulers(new Vector3(0, 0, (float)-(Math.PI / 2)));
114 moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; 114 moveArgs.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
115 moveArgs.SessionID = acd.SessionID;
115 116
116 originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs); 117 originalSp.HandleAgentUpdate(originalSp.ControllingClient, moveArgs);
117 118