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authorBlueWall2011-03-21 22:06:43 -0400
committerBlueWall2011-03-21 22:06:43 -0400
commite3c327a305dcf795f372b940f34538a19bf92218 (patch)
treeb034355a12c4d87410809aa19bf6015e611e1e22 /OpenSim/Region/Framework/Scenes/Scene.cs
parentMerge branch 'master' of /home/opensim/src/OpenSim/Core (diff)
parentThanks Kevin Cozens for a patch that: (diff)
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Merge branch 'master' of /home/opensim/src/OpenSim/Core
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs342
1 files changed, 179 insertions, 163 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 355671c..1a6a70b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -83,6 +83,13 @@ namespace OpenSim.Region.Framework.Scenes
83 public bool m_useFlySlow; 83 public bool m_useFlySlow;
84 public bool m_usePreJump; 84 public bool m_usePreJump;
85 public bool m_seeIntoRegionFromNeighbor; 85 public bool m_seeIntoRegionFromNeighbor;
86
87 protected float m_defaultDrawDistance = 255.0f;
88 public float DefaultDrawDistance
89 {
90 get { return m_defaultDrawDistance; }
91 }
92
86 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
87 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
88 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
@@ -129,7 +136,16 @@ namespace OpenSim.Region.Framework.Scenes
129 protected ICapabilitiesModule m_capsModule; 136 protected ICapabilitiesModule m_capsModule;
130 // Central Update Loop 137 // Central Update Loop
131 protected int m_fps = 10; 138 protected int m_fps = 10;
132 protected uint m_frame; 139
140 /// <summary>
141 /// Current scene frame number
142 /// </summary>
143 public uint Frame
144 {
145 get;
146 protected set;
147 }
148
133 protected float m_timespan = 0.089f; 149 protected float m_timespan = 0.089f;
134 protected DateTime m_lastupdate = DateTime.UtcNow; 150 protected DateTime m_lastupdate = DateTime.UtcNow;
135 151
@@ -618,6 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
618 // 634 //
619 IConfig startupConfig = m_config.Configs["Startup"]; 635 IConfig startupConfig = m_config.Configs["Startup"];
620 636
637 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
638
621 //Animation states 639 //Animation states
622 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 640 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
623 // TODO: Change default to true once the feature is supported 641 // TODO: Change default to true once the feature is supported
@@ -1183,7 +1201,8 @@ namespace OpenSim.Region.Framework.Scenes
1183 1201
1184 try 1202 try
1185 { 1203 {
1186 Update(); 1204 while (!shuttingdown)
1205 Update();
1187 1206
1188 m_lastUpdate = Util.EnvironmentTickCount(); 1207 m_lastUpdate = Util.EnvironmentTickCount();
1189 m_firstHeartbeat = false; 1208 m_firstHeartbeat = false;
@@ -1200,187 +1219,176 @@ namespace OpenSim.Region.Framework.Scenes
1200 Watchdog.RemoveThread(); 1219 Watchdog.RemoveThread();
1201 } 1220 }
1202 1221
1203 /// <summary>
1204 /// Performs per-frame updates on the scene, this should be the central scene loop
1205 /// </summary>
1206 public override void Update() 1222 public override void Update()
1207 { 1223 {
1208 float physicsFPS; 1224 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate;
1209 int maintc; 1225 float physicsFPS = 0f;
1210 1226
1211 while (!shuttingdown) 1227 int maintc = Util.EnvironmentTickCount();
1228 int tmpFrameMS = maintc;
1229 tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1230
1231 // Increment the frame counter
1232 ++Frame;
1233
1234 try
1212 { 1235 {
1213 TimeSpan SinceLastFrame = DateTime.UtcNow - m_lastupdate; 1236 // Check if any objects have reached their targets
1214 physicsFPS = 0f; 1237 CheckAtTargets();
1215 1238
1216 maintc = Util.EnvironmentTickCount(); 1239 // Update SceneObjectGroups that have scheduled themselves for updates
1217 int tmpFrameMS = maintc; 1240 // Objects queue their updates onto all scene presences
1218 tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0; 1241 if (Frame % m_update_objects == 0)
1242 m_sceneGraph.UpdateObjectGroups();
1219 1243
1220 // Increment the frame counter 1244 // Run through all ScenePresences looking for updates
1221 ++m_frame; 1245 // Presence updates and queued object updates for each presence are sent to clients
1246 if (Frame % m_update_presences == 0)
1247 m_sceneGraph.UpdatePresences();
1222 1248
1223 try 1249 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1250 if (Frame % m_update_coarse_locations == 0)
1224 { 1251 {
1225 // Check if any objects have reached their targets 1252 List<Vector3> coarseLocations;
1226 CheckAtTargets(); 1253 List<UUID> avatarUUIDs;
1254 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60);
1255 // Send coarse locations to clients
1256 ForEachScenePresence(delegate(ScenePresence presence)
1257 {
1258 presence.SendCoarseLocations(coarseLocations, avatarUUIDs);
1259 });
1260 }
1227 1261
1228 // Update SceneObjectGroups that have scheduled themselves for updates 1262 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1229 // Objects queue their updates onto all scene presences 1263 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1230 if (m_frame % m_update_objects == 0) 1264 m_sceneGraph.UpdatePreparePhysics();
1231 m_sceneGraph.UpdateObjectGroups(); 1265 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1232 1266
1233 // Run through all ScenePresences looking for updates 1267 // Apply any pending avatar force input to the avatar's velocity
1234 // Presence updates and queued object updates for each presence are sent to clients 1268 if (Frame % m_update_entitymovement == 0)
1235 if (m_frame % m_update_presences == 0) 1269 m_sceneGraph.UpdateScenePresenceMovement();
1236 m_sceneGraph.UpdatePresences();
1237 1270
1238 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) 1271 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1239 if (m_frame % m_update_coarse_locations == 0) 1272 // velocity
1240 { 1273 int tmpPhysicsMS = Util.EnvironmentTickCount();
1241 List<Vector3> coarseLocations; 1274 if (Frame % m_update_physics == 0)
1242 List<UUID> avatarUUIDs; 1275 {
1243 SceneGraph.GetCoarseLocations(out coarseLocations, out avatarUUIDs, 60); 1276 if (m_physics_enabled)
1244 // Send coarse locations to clients 1277 physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan));
1245 ForEachScenePresence(delegate(ScenePresence presence) 1278 if (SynchronizeScene != null)
1246 { 1279 SynchronizeScene(this);
1247 presence.SendCoarseLocations(coarseLocations, avatarUUIDs); 1280 }
1248 }); 1281 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1249 }
1250
1251 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1252 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1253 m_sceneGraph.UpdatePreparePhysics();
1254 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1255 1282
1256 // Apply any pending avatar force input to the avatar's velocity 1283 // Delete temp-on-rez stuff
1257 if (m_frame % m_update_entitymovement == 0) 1284 if (Frame % 1000 == 0 && !m_cleaningTemps)
1258 m_sceneGraph.UpdateScenePresenceMovement(); 1285 {
1286 int tmpTempOnRezMS = Util.EnvironmentTickCount();
1287 m_cleaningTemps = true;
1288 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; });
1289 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1290 }
1259 1291
1260 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their 1292 if (RegionStatus != RegionStatus.SlaveScene)
1261 // velocity 1293 {
1262 int tmpPhysicsMS = Util.EnvironmentTickCount(); 1294 if (Frame % m_update_events == 0)
1263 if (m_frame % m_update_physics == 0)
1264 { 1295 {
1265 if (m_physics_enabled) 1296 int evMS = Util.EnvironmentTickCount();
1266 physicsFPS = m_sceneGraph.UpdatePhysics(Math.Max(SinceLastFrame.TotalSeconds, m_timespan)); 1297 UpdateEvents();
1267 if (SynchronizeScene != null) 1298 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1268 SynchronizeScene(this);
1269 } 1299 }
1270 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1271 1300
1272 // Delete temp-on-rez stuff 1301 if (Frame % m_update_backup == 0)
1273 if (m_frame % 1000 == 0 && !m_cleaningTemps)
1274 { 1302 {
1275 int tmpTempOnRezMS = Util.EnvironmentTickCount(); 1303 int backMS = Util.EnvironmentTickCount();
1276 m_cleaningTemps = true; 1304 UpdateStorageBackup();
1277 Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); 1305 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1278 tempOnRezMS = Util.EnvironmentTickCountSubtract(tmpTempOnRezMS);
1279 } 1306 }
1280 1307
1281 if (RegionStatus != RegionStatus.SlaveScene) 1308 if (Frame % m_update_terrain == 0)
1282 { 1309 {
1283 if (m_frame % m_update_events == 0) 1310 int terMS = Util.EnvironmentTickCount();
1284 { 1311 UpdateTerrain();
1285 int evMS = Util.EnvironmentTickCount(); 1312 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1286 UpdateEvents(); 1313 }
1287 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1288 }
1289
1290 if (m_frame % m_update_backup == 0)
1291 {
1292 int backMS = Util.EnvironmentTickCount();
1293 UpdateStorageBackup();
1294 backupMS = Util.EnvironmentTickCountSubtract(backMS);
1295 }
1296 1314
1297 if (m_frame % m_update_terrain == 0) 1315 //if (Frame % m_update_land == 0)
1298 { 1316 //{
1299 int terMS = Util.EnvironmentTickCount(); 1317 // int ldMS = Util.EnvironmentTickCount();
1300 UpdateTerrain(); 1318 // UpdateLand();
1301 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1319 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1302 } 1320 //}
1303 1321
1304 //if (m_frame % m_update_land == 0) 1322 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1305 //{ 1323 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1306 // int ldMS = Util.EnvironmentTickCount(); 1324 lastCompletedFrame = Util.EnvironmentTickCount();
1307 // UpdateLand(); 1325
1308 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1326 // if (Frame%m_update_avatars == 0)
1309 //} 1327 // UpdateInWorldTime();
1328 StatsReporter.AddPhysicsFPS(physicsFPS);
1329 StatsReporter.AddTimeDilation(TimeDilation);
1330 StatsReporter.AddFPS(1);
1331 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1332 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1333 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1334 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1335 StatsReporter.addFrameMS(frameMS);
1336 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1337 StatsReporter.addOtherMS(otherMS);
1338 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1339 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1340 }
1310 1341
1311 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1342 if (LoginsDisabled && Frame == 20)
1312 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1343 {
1313 lastCompletedFrame = Util.EnvironmentTickCount(); 1344 // In 99.9% of cases it is a bad idea to manually force garbage collection. However,
1314 1345 // this is a rare case where we know we have just went through a long cycle of heap
1315 // if (m_frame%m_update_avatars == 0) 1346 // allocations, and there is no more work to be done until someone logs in
1316 // UpdateInWorldTime(); 1347 GC.Collect();
1317 StatsReporter.AddPhysicsFPS(physicsFPS);
1318 StatsReporter.AddTimeDilation(TimeDilation);
1319 StatsReporter.AddFPS(1);
1320 StatsReporter.SetRootAgents(m_sceneGraph.GetRootAgentCount());
1321 StatsReporter.SetChildAgents(m_sceneGraph.GetChildAgentCount());
1322 StatsReporter.SetObjects(m_sceneGraph.GetTotalObjectsCount());
1323 StatsReporter.SetActiveObjects(m_sceneGraph.GetActiveObjectsCount());
1324 StatsReporter.addFrameMS(frameMS);
1325 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1326 StatsReporter.addOtherMS(otherMS);
1327 StatsReporter.SetActiveScripts(m_sceneGraph.GetActiveScriptsCount());
1328 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1329 }
1330 1348
1331 if (LoginsDisabled && m_frame == 20) 1349 IConfig startupConfig = m_config.Configs["Startup"];
1350 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
1332 { 1351 {
1333 // In 99.9% of cases it is a bad idea to manually force garbage collection. However, 1352 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1334 // this is a rare case where we know we have just went through a long cycle of heap 1353 LoginsDisabled = false;
1335 // allocations, and there is no more work to be done until someone logs in 1354 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1336 GC.Collect();
1337
1338 IConfig startupConfig = m_config.Configs["Startup"];
1339 if (startupConfig == null || !startupConfig.GetBoolean("StartDisabled", false))
1340 {
1341 m_log.DebugFormat("[REGION]: Enabling logins for {0}", RegionInfo.RegionName);
1342 LoginsDisabled = false;
1343 m_sceneGridService.InformNeighborsThatRegionisUp(RequestModuleInterface<INeighbourService>(), RegionInfo);
1344 }
1345 } 1355 }
1346 } 1356 }
1347 catch (NotImplementedException) 1357 }
1348 { 1358 catch (NotImplementedException)
1349 throw; 1359 {
1350 } 1360 throw;
1351 catch (AccessViolationException e) 1361 }
1352 { 1362 catch (AccessViolationException e)
1353 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 1363 {
1354 } 1364 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
1355 //catch (NullReferenceException e) 1365 }
1356 //{ 1366 //catch (NullReferenceException e)
1357 // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 1367 //{
1358 //} 1368 // m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
1359 catch (InvalidOperationException e) 1369 //}
1360 { 1370 catch (InvalidOperationException e)
1361 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 1371 {
1362 } 1372 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
1363 catch (Exception e) 1373 }
1364 { 1374 catch (Exception e)
1365 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName); 1375 {
1366 } 1376 m_log.Error("[REGION]: Failed with exception " + e.ToString() + " On Region: " + RegionInfo.RegionName);
1367 finally 1377 }
1368 { 1378 finally
1369 m_lastupdate = DateTime.UtcNow; 1379 {
1370 } 1380 m_lastupdate = DateTime.UtcNow;
1371 1381 }
1372 maintc = Util.EnvironmentTickCountSubtract(maintc);
1373 maintc = (int)(m_timespan * 1000) - maintc;
1374 1382
1375 if (maintc > 0) 1383 maintc = Util.EnvironmentTickCountSubtract(maintc);
1376 Thread.Sleep(maintc); 1384 maintc = (int)(m_timespan * 1000) - maintc;
1377 1385
1378 // Tell the watchdog that this thread is still alive 1386 if (maintc > 0)
1379 Watchdog.UpdateThread(); 1387 Thread.Sleep(maintc);
1380 }
1381 }
1382 1388
1383 1389 // Tell the watchdog that this thread is still alive
1390 Watchdog.UpdateThread();
1391 }
1384 1392
1385 public void AddGroupTarget(SceneObjectGroup grp) 1393 public void AddGroupTarget(SceneObjectGroup grp)
1386 { 1394 {
@@ -3011,7 +3019,9 @@ namespace OpenSim.Region.Framework.Scenes
3011 (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName); 3019 (childagentYN ? "child" : "root"), agentID, RegionInfo.RegionName);
3012 3020
3013 m_sceneGraph.removeUserCount(!childagentYN); 3021 m_sceneGraph.removeUserCount(!childagentYN);
3014 CapsModule.RemoveCapsHandler(agentID); 3022
3023 if (CapsModule != null)
3024 CapsModule.RemoveCapsHandler(agentID);
3015 3025
3016 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3026 // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3017 // this method is doing is HORRIBLE!!! 3027 // this method is doing is HORRIBLE!!!
@@ -3200,7 +3210,7 @@ namespace OpenSim.Region.Framework.Scenes
3200 // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport 3210 // TeleportFlags.ViaLandmark | TeleportFlags.ViaLocation | TeleportFlags.ViaLandmark | TeleportFlags.Default - Regular Teleport
3201 3211
3202 // Don't disable this log message - it's too helpful 3212 // Don't disable this log message - it's too helpful
3203 m_log.InfoFormat( 3213 m_log.DebugFormat(
3204 "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})", 3214 "[CONNECTION BEGIN]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6})",
3205 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3215 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3206 agent.AgentID, agent.circuitcode, teleportFlags); 3216 agent.AgentID, agent.circuitcode, teleportFlags);
@@ -3266,8 +3276,11 @@ namespace OpenSim.Region.Framework.Scenes
3266 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3276 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3267 agent.AgentID, agent.circuitcode); 3277 agent.AgentID, agent.circuitcode);
3268 3278
3269 CapsModule.NewUserConnection(agent); 3279 if (CapsModule != null)
3270 CapsModule.AddCapsHandler(agent.AgentID); 3280 {
3281 CapsModule.NewUserConnection(agent);
3282 CapsModule.AddCapsHandler(agent.AgentID);
3283 }
3271 } 3284 }
3272 else 3285 else
3273 { 3286 {
@@ -3282,7 +3295,9 @@ namespace OpenSim.Region.Framework.Scenes
3282 agent.AgentID, RegionInfo.RegionName); 3295 agent.AgentID, RegionInfo.RegionName);
3283 3296
3284 sp.AdjustKnownSeeds(); 3297 sp.AdjustKnownSeeds();
3285 CapsModule.NewUserConnection(agent); 3298
3299 if (CapsModule != null)
3300 CapsModule.NewUserConnection(agent);
3286 } 3301 }
3287 } 3302 }
3288 3303
@@ -3770,15 +3785,15 @@ namespace OpenSim.Region.Framework.Scenes
3770 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position, 3785 public void RequestTeleportLocation(IClientAPI remoteClient, string regionName, Vector3 position,
3771 Vector3 lookat, uint teleportFlags) 3786 Vector3 lookat, uint teleportFlags)
3772 { 3787 {
3773 GridRegion regionInfo = GridService.GetRegionByName(UUID.Zero, regionName); 3788 List<GridRegion> regions = GridService.GetRegionsByName(RegionInfo.ScopeID, regionName, 1);
3774 if (regionInfo == null) 3789 if (regions == null || regions.Count == 0)
3775 { 3790 {
3776 // can't find the region: Tell viewer and abort 3791 // can't find the region: Tell viewer and abort
3777 remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found."); 3792 remoteClient.SendTeleportFailed("The region '" + regionName + "' could not be found.");
3778 return; 3793 return;
3779 } 3794 }
3780 3795
3781 RequestTeleportLocation(remoteClient, regionInfo.RegionHandle, position, lookat, teleportFlags); 3796 RequestTeleportLocation(remoteClient, regions[0].RegionHandle, position, lookat, teleportFlags);
3782 } 3797 }
3783 3798
3784 /// <summary> 3799 /// <summary>
@@ -4923,8 +4938,9 @@ namespace OpenSim.Region.Framework.Scenes
4923 // from logging into the region, teleporting into the region 4938 // from logging into the region, teleporting into the region
4924 // or corssing the broder walking, but will NOT prevent 4939 // or corssing the broder walking, but will NOT prevent
4925 // child agent creation, thereby emulating the SL behavior. 4940 // child agent creation, thereby emulating the SL behavior.
4926 public bool QueryAccess(UUID agentID, Vector3 position) 4941 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4927 { 4942 {
4943 reason = String.Empty;
4928 return true; 4944 return true;
4929 } 4945 }
4930 } 4946 }