aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
blob: b51570f0cc103f4844e3b8de9cf173bd5bb5e9e3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using System.Net;
using System.Reflection;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;

using GridRegion = OpenSim.Services.Interfaces.GridRegion;

using OpenMetaverse;
using log4net;
using Nini.Config;

namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
    public class EntityTransferModule : INonSharedRegionModule, IEntityTransferModule
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        public const int DefaultMaxTransferDistance = 4095;
        public const bool WaitForAgentArrivedAtDestinationDefault = true;

        /// <summary>
        /// The maximum distance, in standard region units (256m) that an agent is allowed to transfer.
        /// </summary>
        public int MaxTransferDistance { get; set; }

        /// <summary>
        /// If true then on a teleport, the source region waits for a callback from the destination region.  If
        /// a callback fails to arrive within a set time then the user is pulled back into the source region.
        /// </summary>
        public bool WaitForAgentArrivedAtDestination { get; set; }

        protected bool m_Enabled = false;

        public Scene Scene { get; private set; }

        /// <summary>
        /// Handles recording and manipulation of state for entities that are in transfer within or between regions
        /// (cross or teleport).
        /// </summary>
        private EntityTransferStateMachine m_entityTransferStateMachine;

        private ExpiringCache<UUID, ExpiringCache<ulong, DateTime>> m_bannedRegions =
                new ExpiringCache<UUID, ExpiringCache<ulong, DateTime>>();

        private IEventQueue m_eqModule;

        #region ISharedRegionModule

        public Type ReplaceableInterface
        {
            get { return null; }
        }

        public virtual string Name
        {
            get { return "BasicEntityTransferModule"; }
        }

        public virtual void Initialise(IConfigSource source)
        {
            IConfig moduleConfig = source.Configs["Modules"];
            if (moduleConfig != null)
            {
                string name = moduleConfig.GetString("EntityTransferModule", "");
                if (name == Name)
                {
                    InitialiseCommon(source);
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} enabled.", Name);
                }
            }
        }

        /// <summary>
        /// Initialize config common for this module and any descendents.
        /// </summary>
        /// <param name="source"></param>
        protected virtual void InitialiseCommon(IConfigSource source)
        {
            IConfig transferConfig = source.Configs["EntityTransfer"];
            if (transferConfig != null)
            {
                WaitForAgentArrivedAtDestination
                    = transferConfig.GetBoolean("wait_for_callback", WaitForAgentArrivedAtDestinationDefault);
                
                MaxTransferDistance = transferConfig.GetInt("max_distance", DefaultMaxTransferDistance);
            }
            else
            {
                MaxTransferDistance = DefaultMaxTransferDistance;
            }

            m_entityTransferStateMachine = new EntityTransferStateMachine(this);

            m_Enabled = true;
        }

        public virtual void PostInitialise()
        {
        }

        public virtual void AddRegion(Scene scene)
        {
            if (!m_Enabled)
                return;

            Scene = scene;

            scene.RegisterModuleInterface<IEntityTransferModule>(this);
            scene.EventManager.OnNewClient += OnNewClient;
        }

        protected virtual void OnNewClient(IClientAPI client)
        {
            client.OnTeleportHomeRequest += TeleportHome;
            client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
        }

        public virtual void Close() {}

        public virtual void RemoveRegion(Scene scene) {}

        public virtual void RegionLoaded(Scene scene)
        {
            if (!m_Enabled)
                return;

            m_eqModule = Scene.RequestModuleInterface<IEventQueue>();
        }

        #endregion

        #region Agent Teleports

        public void Teleport(ScenePresence sp, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            if (sp.Scene.Permissions.IsGridGod(sp.UUID))
            {
                // This user will be a God in the destination scene, too
                teleportFlags |= (uint)TeleportFlags.Godlike;
            }

            if (!sp.Scene.Permissions.CanTeleport(sp.UUID))
                return;

            // Reset animations; the viewer does that in teleports.
            sp.Animator.ResetAnimations();

            string destinationRegionName = "(not found)";

            try
            {
                if (regionHandle == sp.Scene.RegionInfo.RegionHandle)
                {
                    destinationRegionName = sp.Scene.RegionInfo.RegionName;

                    TeleportAgentWithinRegion(sp, position, lookAt, teleportFlags);
                }
                else // Another region possibly in another simulator
                {
                    GridRegion finalDestination;
                    TeleportAgentToDifferentRegion(
                        sp, regionHandle, position, lookAt, teleportFlags, out finalDestination);

                    if (finalDestination != null)
                        destinationRegionName = finalDestination.RegionName;
                }
            }
            catch (Exception e)
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: Exception on teleport of {0} from {1}@{2} to {3}@{4}: {5}{6}",
                    sp.Name, sp.AbsolutePosition, sp.Scene.RegionInfo.RegionName, position, destinationRegionName,
                    e.Message, e.StackTrace);

                // Make sure that we clear the in-transit flag so that future teleport attempts don't always fail.
                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                sp.ControllingClient.SendTeleportFailed("Internal error");
            }
        }

        /// <summary>
        /// Teleports the agent within its current region.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="position"></param>
        /// <param name="lookAt"></param>
        /// <param name="teleportFlags"></param
        private void TeleportAgentWithinRegion(ScenePresence sp, Vector3 position, Vector3 lookAt, uint teleportFlags)
        {
            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Teleport for {0} to {1} within {2}",
                sp.Name, position, sp.Scene.RegionInfo.RegionName);

            if (!m_entityTransferStateMachine.SetInTransit(sp.UUID))
            {
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Ignoring within region teleport request of {0} {1} to {2} - agent is already in transit.",
                    sp.Name, sp.UUID, position);

                return;
            }

            // Teleport within the same region
            if (IsOutsideRegion(sp.Scene, position) || position.Z < 0)
            {
                Vector3 emergencyPos = new Vector3(128, 128, 128);

                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: RequestTeleportToLocation() was given an illegal position of {0} for avatar {1}, {2}.  Substituting {3}",
                    position, sp.Name, sp.UUID, emergencyPos);

                position = emergencyPos;
            }

            // TODO: Get proper AVG Height
            float localAVHeight = 1.56f;
            float posZLimit = 22;

            // TODO: Check other Scene HeightField
            if (position.X > 0 && position.X <= (int)Constants.RegionSize && position.Y > 0 && position.Y <= (int)Constants.RegionSize)
            {
                posZLimit = (float)sp.Scene.Heightmap[(int)position.X, (int)position.Y];
            }

            float newPosZ = posZLimit + localAVHeight;
            if (posZLimit >= (position.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
            {
                position.Z = newPosZ;
            }

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);

            sp.ControllingClient.SendTeleportStart(teleportFlags);

            sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
            sp.Velocity = Vector3.Zero;
            sp.Teleport(position);

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.ReceivedAtDestination);

            foreach (SceneObjectGroup grp in sp.GetAttachments())
            {
                sp.Scene.EventManager.TriggerOnScriptChangedEvent(grp.LocalId, (uint)Changed.TELEPORT);
            }

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);
            m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
        }

        /// <summary>
        /// Teleports the agent to a different region.
        /// </summary>
        /// <param name='sp'></param>
        /// <param name='regionHandle'>/param>
        /// <param name='position'></param>
        /// <param name='lookAt'></param>
        /// <param name='teleportFlags'></param>
        /// <param name='finalDestination'></param>
        private void TeleportAgentToDifferentRegion(
            ScenePresence sp, ulong regionHandle, Vector3 position,
            Vector3 lookAt, uint teleportFlags, out GridRegion finalDestination)
        {
            uint x = 0, y = 0;
            Utils.LongToUInts(regionHandle, out x, out y);
            GridRegion reg = Scene.GridService.GetRegionByPosition(sp.Scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (reg != null)
            {
                finalDestination = GetFinalDestination(reg);

                if (finalDestination == null)
                {
                    m_log.WarnFormat(
                        "[ENTITY TRANSFER MODULE]: Final destination is having problems. Unable to teleport {0} {1}",
                        sp.Name, sp.UUID);

                    sp.ControllingClient.SendTeleportFailed("Problem at destination");
                    return;
                }

                // Check that these are not the same coordinates
                if (finalDestination.RegionLocX == sp.Scene.RegionInfo.RegionLocX &&
                    finalDestination.RegionLocY == sp.Scene.RegionInfo.RegionLocY)
                {
                    // Can't do. Viewer crashes
                    sp.ControllingClient.SendTeleportFailed("Space warp! You would crash. Move to a different region and try again.");
                    return;
                }

                // Validate assorted conditions
                string reason = string.Empty;
                if (!ValidateGenericConditions(sp, reg, finalDestination, teleportFlags, out reason))
                {
                    sp.ControllingClient.SendTeleportFailed(reason);
                    return;
                }

                //
                // This is it
                //
                DoTeleport(sp, reg, finalDestination, position, lookAt, teleportFlags);
                //
                //
                //
            }
            else
            {
                finalDestination = null;

                // TP to a place that doesn't exist (anymore)
                // Inform the viewer about that
                sp.ControllingClient.SendTeleportFailed("The region you tried to teleport to doesn't exist anymore");

                // and set the map-tile to '(Offline)'
                uint regX, regY;
                Utils.LongToUInts(regionHandle, out regX, out regY);

                MapBlockData block = new MapBlockData();
                block.X = (ushort)(regX / Constants.RegionSize);
                block.Y = (ushort)(regY / Constants.RegionSize);
                block.Access = 254; // == not there

                List<MapBlockData> blocks = new List<MapBlockData>();
                blocks.Add(block);
                sp.ControllingClient.SendMapBlock(blocks, 0);
            }
        }

        // Nothing to validate here
        protected virtual bool ValidateGenericConditions(ScenePresence sp, GridRegion reg, GridRegion finalDestination, uint teleportFlags, out string reason)
        {
            reason = String.Empty;
            return true;
        }

        /// <summary>
        /// Determines whether this instance is within the max transfer distance.
        /// </summary>
        /// <param name="sourceRegion"></param>
        /// <param name="destRegion"></param>
        /// <returns>
        /// <c>true</c> if this instance is within max transfer distance; otherwise, <c>false</c>.
        /// </returns>
        private bool IsWithinMaxTeleportDistance(RegionInfo sourceRegion, GridRegion destRegion)
        {
//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Source co-ords are x={0} y={1}", curRegionX, curRegionY);
//
//                        m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Final dest is x={0} y={1} {2}@{3}",
//                            destRegionX, destRegionY, finalDestination.RegionID, finalDestination.ServerURI);

            // Insanely, RegionLoc on RegionInfo is the 256m map co-ord whilst GridRegion.RegionLoc is the raw meters position.
            return Math.Abs(sourceRegion.RegionLocX - destRegion.RegionCoordX) <= MaxTransferDistance
                && Math.Abs(sourceRegion.RegionLocY - destRegion.RegionCoordY) <= MaxTransferDistance;
        }

        public void DoTeleport(
            ScenePresence sp, GridRegion reg, GridRegion finalDestination,
            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 (!m_entityTransferStateMachine.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");
                m_entityTransferStateMachine.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;

            if (!IsWithinMaxTeleportDistance(sourceRegion, finalDestination))
            {
                sp.ControllingClient.SendTeleportFailed(
                    string.Format(
                      "Can't teleport to {0} ({1},{2}) from {3} ({4},{5}), destination is more than {6} regions way",
                      finalDestination.RegionName, finalDestination.RegionCoordX, finalDestination.RegionCoordY,
                      sourceRegion.RegionName, sourceRegion.RegionLocX, sourceRegion.RegionLocY,
                      MaxTransferDistance));

                m_entityTransferStateMachine.ResetFromTransit(sp.UUID);

                return;
            }

            uint newRegionX = (uint)(reg.RegionHandle >> 40);
            uint newRegionY = (((uint)(reg.RegionHandle)) >> 8);
            uint oldRegionX = (uint)(sp.Scene.RegionInfo.RegionHandle >> 40);
            uint oldRegionY = (((uint)(sp.Scene.RegionInfo.RegionHandle)) >> 8);

            ulong destinationHandle = finalDestination.RegionHandle;

            // Let's do DNS resolution only once in this process, please!
            // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
            // it's actually doing a lot of work.
            IPEndPoint endPoint = finalDestination.ExternalEndPoint;

            if (endPoint.Address == null)
            {
                sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
                m_entityTransferStateMachine.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())
//                {
//                    sp.ControllingClient.SendTeleportFailed("Inconsistent attachment state");
//                    return;
//                }

            string reason;
            string version;
            if (!Scene.SimulationService.QueryAccess(
                finalDestination, sp.ControllingClient.AgentId, Vector3.Zero, out version, out reason))
            {
                sp.ControllingClient.SendTeleportFailed(reason);
                m_entityTransferStateMachine.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);

            // 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));
                m_entityTransferStateMachine.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;
            }

            // Past this point we have to attempt clean up if the teleport fails, so update transfer state.
            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.Transferring);

            // 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 (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
                {
                    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, sp))
            {
                // 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 (!m_entityTransferStateMachine.WaitForAgentArrivedAtDestination(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;
            }

            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);

            // 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.
                //
                // This sleep can be increased if necessary.  However, whilst it's active,
                // an agent cannot teleport back to this region if it has teleported away.
                Thread.Sleep(2000);

                sp.Scene.IncomingCloseAgent(sp.UUID, false);
            }
            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);
            }

            m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
        }

        protected virtual void Fail(ScenePresence sp, GridRegion finalDestination, bool logout)
        {
            m_entityTransferStateMachine.UpdateInTransit(sp.UUID, AgentTransferState.CleaningUp);

            // Client never contacted destination. Let's restore everything back
            sp.ControllingClient.SendTeleportFailed("Problems connecting to destination.");

            // Fail. Reset it back
            sp.IsChildAgent = false;
            ReInstantiateScripts(sp);

            EnableChildAgents(sp);

            // Finally, kill the agent we just created at the destination.
            Scene.SimulationService.CloseAgent(finalDestination, sp.UUID);

            sp.Scene.EventManager.TriggerTeleportFail(sp.ControllingClient, logout);

            m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
        }

        protected virtual bool CreateAgent(ScenePresence sp, GridRegion reg, GridRegion finalDestination, AgentCircuitData agentCircuit, uint teleportFlags, out string reason, out bool logout)
        {
            logout = false;
            bool success = Scene.SimulationService.CreateAgent(finalDestination, agentCircuit, teleportFlags, out reason);

            if (success)
                sp.Scene.EventManager.TriggerTeleportStart(sp.ControllingClient, reg, finalDestination, teleportFlags, logout);

            return success;
        }

        protected virtual bool UpdateAgent(GridRegion reg, GridRegion finalDestination, AgentData agent, ScenePresence sp)
        {
            return Scene.SimulationService.UpdateAgent(finalDestination, agent);
        }

        protected virtual void SetCallbackURL(AgentData agent, RegionInfo region)
        {
            agent.CallbackURI = region.ServerURI + "agent/" + agent.AgentID.ToString() + "/" + region.RegionID.ToString() + "/release/";

            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Set release callback URL to {0} in {1}",
                agent.CallbackURI, region.RegionName);
        }

        /// <summary>
        /// Clean up operations once an agent has moved away through cross or teleport.
        /// </summary>
        /// <param name='sp'></param>
        /// <param name='logout'></param>
        protected virtual void AgentHasMovedAway(ScenePresence sp, bool logout)
        {
            if (sp.Scene.AttachmentsModule != null)
                sp.Scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, true);
        }

        protected void KillEntity(Scene scene, uint localID)
        {
            scene.SendKillObject(new List<uint> { localID });
        }

        protected virtual GridRegion GetFinalDestination(GridRegion region)
        {
            return region;
        }

        protected virtual bool NeedsNewAgent(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY)
        {
            return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
        }

        protected virtual bool NeedsClosing(float drawdist, uint oldRegionX, uint newRegionX, uint oldRegionY, uint newRegionY, GridRegion reg)
        {
            return Util.IsOutsideView(drawdist, oldRegionX, newRegionX, oldRegionY, newRegionY);
        }

        protected virtual bool IsOutsideRegion(Scene s, Vector3 pos)
        {
            if (s.TestBorderCross(pos, Cardinals.N))
                return true;
            if (s.TestBorderCross(pos, Cardinals.S))
                return true;
            if (s.TestBorderCross(pos, Cardinals.E))
                return true;
            if (s.TestBorderCross(pos, Cardinals.W))
                return true;

            return false;
        }

        #endregion

        #region Landmark Teleport
        /// <summary>
        /// Tries to teleport agent to landmark.
        /// </summary>
        /// <param name="remoteClient"></param>
        /// <param name="regionHandle"></param>
        /// <param name="position"></param>
        public virtual void RequestTeleportLandmark(IClientAPI remoteClient, AssetLandmark lm)
        {
            GridRegion info = Scene.GridService.GetRegionByUUID(UUID.Zero, lm.RegionID);

            if (info == null)
            {
                // can't find the region: Tell viewer and abort
                remoteClient.SendTeleportFailed("The teleport destination could not be found.");
                return;
            }
            ((Scene)(remoteClient.Scene)).RequestTeleportLocation(remoteClient, info.RegionHandle, lm.Position, 
                Vector3.Zero, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaLandmark));
        }

        #endregion 

        #region Teleport Home

        public virtual void TeleportHome(UUID id, IClientAPI client)
        {
            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);

            //OpenSim.Services.Interfaces.PresenceInfo pinfo = Scene.PresenceService.GetAgent(client.SessionId);
            GridUserInfo uinfo = Scene.GridUserService.GetGridUserInfo(client.AgentId.ToString());

            if (uinfo != null)
            {
                GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
                if (regionInfo == null)
                {
                    // can't find the Home region: Tell viewer and abort
                    client.SendTeleportFailed("Your home region could not be found.");
                    return;
                }
                
                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
                    client.Name, regionInfo.RegionName, regionInfo.RegionCoordX, regionInfo.RegionCoordY);

                // a little eekie that this goes back to Scene and with a forced cast, will fix that at some point...
                ((Scene)(client.Scene)).RequestTeleportLocation(
                    client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
                    (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
            }
            else
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}.  Cannot send home.",
                    client.Name, client.AgentId);
            }
        }

        #endregion


        #region Agent Crossings

        public bool Cross(ScenePresence agent, bool isFlying)
        {
            Scene scene = agent.Scene;
            Vector3 pos = agent.AbsolutePosition;
            Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
            uint neighbourx = scene.RegionInfo.RegionLocX;
            uint neighboury = scene.RegionInfo.RegionLocY;
            const float boundaryDistance = 1.7f;
            Vector3 northCross = new Vector3(0, boundaryDistance, 0);
            Vector3 southCross = new Vector3(0, -1 * boundaryDistance, 0);
            Vector3 eastCross = new Vector3(boundaryDistance, 0, 0);
            Vector3 westCross = new Vector3(-1 * boundaryDistance, 0, 0);

            // distance into new region to place avatar
            const float enterDistance = 0.5f;

            if (scene.TestBorderCross(pos + westCross, Cardinals.W))
            {
                if (scene.TestBorderCross(pos + northCross, Cardinals.N))
                {
                    Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
                    neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
                }
                else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
                {
                    Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
                    if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
                    {
                        neighboury--;
                        newpos.Y = Constants.RegionSize - enterDistance;
                    }
                    else
                    {
                        agent.IsInTransit = true;

                        neighboury = b.TriggerRegionY;
                        neighbourx = b.TriggerRegionX;

                        Vector3 newposition = pos;
                        newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
                        newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
                        agent.ControllingClient.SendAgentAlertMessage(
                            String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
                        InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
                        return true;
                    }
                }

                Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
                if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
                {
                    neighbourx--;
                    newpos.X = Constants.RegionSize - enterDistance;
                }
                else
                {
                    agent.IsInTransit = true;

                    neighboury = ba.TriggerRegionY;
                    neighbourx = ba.TriggerRegionX;

                    Vector3 newposition = pos;
                    newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
                    newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
                    agent.ControllingClient.SendAgentAlertMessage(
                            String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
                    InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);

                    return true;
                }

            }
            else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
            {
                Border b = scene.GetCrossedBorder(pos + eastCross, Cardinals.E);
                neighbourx += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
                newpos.X = enterDistance;

                if (scene.TestBorderCross(pos + southCross, Cardinals.S))
                {
                    Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
                    if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
                    {
                        neighboury--;
                        newpos.Y = Constants.RegionSize - enterDistance;
                    }
                    else
                    {
                        agent.IsInTransit = true;

                        neighboury = ba.TriggerRegionY;
                        neighbourx = ba.TriggerRegionX;
                        Vector3 newposition = pos;
                        newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
                        newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
                        agent.ControllingClient.SendAgentAlertMessage(
                            String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
                        InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
                        return true;
                    }
                }
                else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
                {
                    Border c = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
                    neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
                    newpos.Y = enterDistance;
                }
            }
            else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
            {
                Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
                if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
                {
                    neighboury--;
                    newpos.Y = Constants.RegionSize - enterDistance;
                }
                else
                {
                    agent.IsInTransit = true;

                    neighboury = b.TriggerRegionY;
                    neighbourx = b.TriggerRegionX;
                    Vector3 newposition = pos;
                    newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
                    newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
                    agent.ControllingClient.SendAgentAlertMessage(
                            String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
                    InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
                    return true;
                }
            }
            else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
            {
                Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
                neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
                newpos.Y = enterDistance;
            }

            /*

            if (pos.X < boundaryDistance) //West
            {
                neighbourx--;
                newpos.X = Constants.RegionSize - enterDistance;
            }
            else if (pos.X > Constants.RegionSize - boundaryDistance) // East
            {
                neighbourx++;
                newpos.X = enterDistance;
            }

            if (pos.Y < boundaryDistance) // South
            {
                neighboury--;
                newpos.Y = Constants.RegionSize - enterDistance;
            }
            else if (pos.Y > Constants.RegionSize - boundaryDistance) // North
            {
                neighboury++;
                newpos.Y = enterDistance;
            }
            */

            ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));

            int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);

            ExpiringCache<ulong, DateTime> r;
            DateTime banUntil;

            if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
            {
                if (r.TryGetValue(neighbourHandle, out banUntil))
                {
                    if (DateTime.Now < banUntil)
                        return false;
                    r.Remove(neighbourHandle);
                }
            }
            else
            {
                r = null;
            }

            GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);

            string reason;
            string version;
            if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
            {
                agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
                if (r == null)
                {
                    r = new ExpiringCache<ulong, DateTime>();
                    r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));

                    m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
                }
                else
                {
                    r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
                }
                return false;
            }

            agent.IsInTransit = true;

            CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
            d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);

            return true;
        }


        public delegate void InformClientToInitateTeleportToLocationDelegate(ScenePresence agent, uint regionX, uint regionY,
                                                            Vector3 position,
                                                            Scene initiatingScene);

        private void InformClientToInitateTeleportToLocation(ScenePresence agent, uint regionX, uint regionY, Vector3 position, Scene initiatingScene)
        {

            // This assumes that we know what our neighbours are.

            InformClientToInitateTeleportToLocationDelegate d = InformClientToInitiateTeleportToLocationAsync;
            d.BeginInvoke(agent, regionX, regionY, position, initiatingScene,
                          InformClientToInitiateTeleportToLocationCompleted,
                          d);
        }

        public void InformClientToInitiateTeleportToLocationAsync(ScenePresence agent, uint regionX, uint regionY, Vector3 position,
            Scene initiatingScene)
        {
            Thread.Sleep(10000);
            IMessageTransferModule im = initiatingScene.RequestModuleInterface<IMessageTransferModule>();
            if (im != null)
            {
                UUID gotoLocation = Util.BuildFakeParcelID(
                    Util.UIntsToLong(
                                              (regionX *
                                               (uint)Constants.RegionSize),
                                              (regionY *
                                               (uint)Constants.RegionSize)),
                    (uint)(int)position.X,
                    (uint)(int)position.Y,
                    (uint)(int)position.Z);
                GridInstantMessage m = new GridInstantMessage(initiatingScene, UUID.Zero,
                "Region", agent.UUID,
                (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
                "", gotoLocation, false, new Vector3(127, 0, 0),
                new Byte[0]);
                im.SendInstantMessage(m, delegate(bool success)
                {
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Client Initiating Teleport sending IM success = {0}", success);
                });

            }
        }

        private void InformClientToInitiateTeleportToLocationCompleted(IAsyncResult iar)
        {
            InformClientToInitateTeleportToLocationDelegate icon =
                (InformClientToInitateTeleportToLocationDelegate)iar.AsyncState;
            icon.EndInvoke(iar);
        }

        public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);

        /// <summary>
        /// This Closes child agents on neighbouring regions
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        protected ScenePresence CrossAgentToNewRegionAsync(
            ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
            bool isFlying, string version)
        {
            if (neighbourRegion == null)
                return agent;

            try
            {
                m_entityTransferStateMachine.SetInTransit(agent.UUID);

                ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
    
                m_log.DebugFormat(
                    "[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} to {2}-{3} running version {4}",
                    agent.Firstname, agent.Lastname, neighbourx, neighboury, version);
    
                Scene m_scene = agent.Scene;

                if (!agent.ValidateAttachments())
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Failed validation of all attachments for region crossing of {0} from {1} to {2}.  Continuing.",
                        agent.Name, agent.Scene.RegionInfo.RegionName, neighbourRegion.RegionName);

                pos = pos + agent.Velocity;
                Vector3 vel2 = new Vector3(agent.Velocity.X, agent.Velocity.Y, 0);

                agent.RemoveFromPhysicalScene();

                AgentData cAgent = new AgentData(); 
                agent.CopyTo(cAgent);
                cAgent.Position = pos;
                if (isFlying)
                    cAgent.ControlFlags |= (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;

                // We don't need the callback anymnore
                cAgent.CallbackURI = String.Empty;

                // Beyond this point, extra cleanup is needed beyond removing transit state
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.Transferring);

                if (!m_scene.SimulationService.UpdateAgent(neighbourRegion, cAgent))
                {
                    // region doesn't take it
                    m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);

                    ReInstantiateScripts(agent);
                    agent.AddToPhysicalScene(isFlying);
                    m_entityTransferStateMachine.ResetFromTransit(agent.UUID);

                    return agent;
                }

                //AgentCircuitData circuitdata = m_controllingClient.RequestClientInfo();
                agent.ControllingClient.RequestClientInfo();

                //m_log.Debug("BEFORE CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
                string agentcaps;
                if (!agent.KnownRegions.TryGetValue(neighbourRegion.RegionHandle, out agentcaps))
                {
                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: No ENTITY TRANSFER MODULE information for region handle {0}, exiting CrossToNewRegion.",
                                     neighbourRegion.RegionHandle);
                    return agent;
                }
                // No turning back
                agent.IsChildAgent = true;

                string capsPath = neighbourRegion.ServerURI + CapsUtil.GetCapsSeedPath(agentcaps);

                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Sending new CAPS seed url {0} to client {1}", capsPath, agent.UUID);

                if (m_eqModule != null)
                {
                    m_eqModule.CrossRegion(
                        neighbourHandle, pos, vel2 /* agent.Velocity */, neighbourRegion.ExternalEndPoint,
                        capsPath, agent.UUID, agent.ControllingClient.SessionId);
                }
                else
                {
                    agent.ControllingClient.CrossRegion(neighbourHandle, pos, agent.Velocity, neighbourRegion.ExternalEndPoint,
                                                capsPath);
                }

                // SUCCESS!
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.ReceivedAtDestination);

                // Unlike a teleport, here we do not wait for the destination region to confirm the receipt.
                m_entityTransferStateMachine.UpdateInTransit(agent.UUID, AgentTransferState.CleaningUp);

                agent.MakeChildAgent();

                // FIXME: Possibly this should occur lower down after other commands to close other agents,
                // but not sure yet what the side effects would be.
                m_entityTransferStateMachine.ResetFromTransit(agent.UUID);

                // now we have a child agent in this region. Request all interesting data about other (root) agents
                agent.SendOtherAgentsAvatarDataToMe();
                agent.SendOtherAgentsAppearanceToMe();

                // Backwards compatibility. Best effort
                if (version == "Unknown" || version == string.Empty)
                {
                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: neighbor with old version, passing attachments one by one...");
                    Thread.Sleep(3000); // wait a little now that we're not waiting for the callback
                    CrossAttachmentsIntoNewRegion(neighbourRegion, agent, true);
                }

                // Next, let's close the child agent connections that are too far away.
                agent.CloseChildAgents(neighbourx, neighboury);

                AgentHasMovedAway(agent, false);

                // the user may change their profile information in other region,
                // so the userinfo in UserProfileCache is not reliable any more, delete it
                // REFACTORING PROBLEM. Well, not a problem, but this method is HORRIBLE!
                if (agent.Scene.NeedSceneCacheClear(agent.UUID))
                {
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: User {0} is going to another region", agent.UUID);
                }
    
                //m_log.Debug("AFTER CROSS");
                //Scene.DumpChildrenSeeds(UUID);
                //DumpKnownRegions();
            }
            catch (Exception e)
            {
                m_log.ErrorFormat(
                    "[ENTITY TRANSFER MODULE]: Problem crossing user {0} to new region {1} from {2}.  Exception {3}{4}",
                    agent.Name, neighbourRegion.RegionName, agent.Scene.RegionInfo.RegionName, e.Message, e.StackTrace);

                // TODO: Might be worth attempting other restoration here such as reinstantiation of scripts, etc.
            }

            return agent;
        }
         
        private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
        {
            CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
            ScenePresence agent = icon.EndInvoke(iar);

            //// If the cross was successful, this agent is a child agent
            //if (agent.IsChildAgent)
            //    agent.Reset();
            //else // Not successful
            //    agent.RestoreInCurrentScene();

            // In any case
            agent.IsInTransit = false;

            m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
        }

        #endregion

        #region Enable Child Agent

        /// <summary>
        /// This informs a single neighbouring region about agent "avatar".
        /// Calls an asynchronous method to do so..  so it doesn't lag the sim.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="region"></param>
        public void EnableChildAgent(ScenePresence sp, GridRegion region)
        {
            m_log.DebugFormat("[ENTITY TRANSFER]: Enabling child agent in new neighbour {0}", region.RegionName);

            AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
            AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
            agent.BaseFolder = UUID.Zero;
            agent.InventoryFolder = UUID.Zero;
            agent.startpos = new Vector3(128, 128, 70);
            agent.child = true;
            agent.Appearance = sp.Appearance;
            agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();

            agent.ChildrenCapSeeds = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
            //m_log.DebugFormat("[XXX] Seeds 1 {0}", agent.ChildrenCapSeeds.Count);

            if (!agent.ChildrenCapSeeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
                agent.ChildrenCapSeeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);
            //m_log.DebugFormat("[XXX] Seeds 2 {0}", agent.ChildrenCapSeeds.Count);

            sp.AddNeighbourRegion(region.RegionHandle, agent.CapsPath);
            //foreach (ulong h in agent.ChildrenCapSeeds.Keys)
            //    m_log.DebugFormat("[XXX] --> {0}", h);
            //m_log.DebugFormat("[XXX] Adding {0}", region.RegionHandle);
            agent.ChildrenCapSeeds.Add(region.RegionHandle, agent.CapsPath);

            if (sp.Scene.CapsModule != null)
            {
                sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, agent.ChildrenCapSeeds);
            }

            if (currentAgentCircuit != null)
            {
                agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
                agent.IPAddress = currentAgentCircuit.IPAddress;
                agent.Viewer = currentAgentCircuit.Viewer;
                agent.Channel = currentAgentCircuit.Channel;
                agent.Mac = currentAgentCircuit.Mac;
                agent.Id0 = currentAgentCircuit.Id0;
            }

            InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
            d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true,
                          InformClientOfNeighbourCompleted,
                          d);
        }
        #endregion

        #region Enable Child Agents

        private delegate void InformClientOfNeighbourDelegate(
            ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);

        /// <summary>
        /// This informs all neighbouring regions about agent "avatar".
        /// </summary>
        /// <param name="sp"></param>
        public void EnableChildAgents(ScenePresence sp)
        {
            List<GridRegion> neighbours = new List<GridRegion>();
            RegionInfo m_regionInfo = sp.Scene.RegionInfo;

            if (m_regionInfo != null)
            {
                neighbours = RequestNeighbours(sp, m_regionInfo.RegionLocX, m_regionInfo.RegionLocY);
            }
            else
            {
                m_log.Debug("[ENTITY TRANSFER MODULE]: m_regionInfo was null in EnableChildAgents, is this a NPC?");
            }

            /// We need to find the difference between the new regions where there are no child agents
            /// and the regions where there are already child agents. We only send notification to the former.
            List<ulong> neighbourHandles = NeighbourHandles(neighbours); // on this region
            neighbourHandles.Add(sp.Scene.RegionInfo.RegionHandle);  // add this region too
            List<ulong> previousRegionNeighbourHandles;

            if (sp.Scene.CapsModule != null)
            {
                previousRegionNeighbourHandles =
                    new List<ulong>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID).Keys);
            }
            else
            {
                previousRegionNeighbourHandles = new List<ulong>();
            }

            List<ulong> newRegions = NewNeighbours(neighbourHandles, previousRegionNeighbourHandles);
            List<ulong> oldRegions = OldNeighbours(neighbourHandles, previousRegionNeighbourHandles);

            //Dump("Current Neighbors", neighbourHandles);
            //Dump("Previous Neighbours", previousRegionNeighbourHandles);
            //Dump("New Neighbours", newRegions);
            //Dump("Old Neighbours", oldRegions);

            /// Update the scene presence's known regions here on this region
            sp.DropOldNeighbours(oldRegions);

            /// Collect as many seeds as possible
            Dictionary<ulong, string> seeds;
            if (sp.Scene.CapsModule != null)
                seeds
                    = new Dictionary<ulong, string>(sp.Scene.CapsModule.GetChildrenSeeds(sp.UUID));
            else
                seeds = new Dictionary<ulong, string>();

            //m_log.Debug(" !!! No. of seeds: " + seeds.Count);
            if (!seeds.ContainsKey(sp.Scene.RegionInfo.RegionHandle))
                seeds.Add(sp.Scene.RegionInfo.RegionHandle, sp.ControllingClient.RequestClientInfo().CapsPath);

            /// Create the necessary child agents
            List<AgentCircuitData> cagents = new List<AgentCircuitData>();
            foreach (GridRegion neighbour in neighbours)
            {
                if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
                {
                    AgentCircuitData currentAgentCircuit = sp.Scene.AuthenticateHandler.GetAgentCircuitData(sp.ControllingClient.CircuitCode);
                    AgentCircuitData agent = sp.ControllingClient.RequestClientInfo();
                    agent.BaseFolder = UUID.Zero;
                    agent.InventoryFolder = UUID.Zero;
                    agent.startpos = sp.AbsolutePosition + CalculateOffset(sp, neighbour);
                    agent.child = true;
                    agent.Appearance = sp.Appearance;
                    if (currentAgentCircuit != null)
                    {
                        agent.ServiceURLs = currentAgentCircuit.ServiceURLs;
                        agent.IPAddress = currentAgentCircuit.IPAddress;
                        agent.Viewer = currentAgentCircuit.Viewer;
                        agent.Channel = currentAgentCircuit.Channel;
                        agent.Mac = currentAgentCircuit.Mac;
                        agent.Id0 = currentAgentCircuit.Id0;
                    }

                    if (newRegions.Contains(neighbour.RegionHandle))
                    {
                        agent.CapsPath = CapsUtil.GetRandomCapsObjectPath();
                        sp.AddNeighbourRegion(neighbour.RegionHandle, agent.CapsPath);
                        seeds.Add(neighbour.RegionHandle, agent.CapsPath);
                    }
                    else
                    {
                        agent.CapsPath = sp.Scene.CapsModule.GetChildSeed(sp.UUID, neighbour.RegionHandle);
                    }

                    cagents.Add(agent);
                }
            }

            /// Update all child agent with everyone's seeds
            foreach (AgentCircuitData a in cagents)
            {
                a.ChildrenCapSeeds = new Dictionary<ulong, string>(seeds);
            }

            if (sp.Scene.CapsModule != null)
            {
                sp.Scene.CapsModule.SetChildrenSeed(sp.UUID, seeds);
            }
            sp.KnownRegions = seeds;
            //avatar.Scene.DumpChildrenSeeds(avatar.UUID);
            //avatar.DumpKnownRegions();

            bool newAgent = false;
            int count = 0;
            foreach (GridRegion neighbour in neighbours)
            {
                //m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
                // Don't do it if there's already an agent in that region
                if (newRegions.Contains(neighbour.RegionHandle))
                    newAgent = true;
                else
                    newAgent = false;

                if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
                {
                    try
                    {
                        // Let's put this back at sync, so that it doesn't clog 
                        // the network, especially for regions in the same physical server.
                        // We're really not in a hurry here.
                        InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
                        //InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
                        //d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
                        //              InformClientOfNeighbourCompleted,
                        //              d);
                    }

                    catch (ArgumentOutOfRangeException)
                    {
                        m_log.ErrorFormat(
                           "[ENTITY TRANSFER MODULE]: Neighbour Regions response included the current region in the neighbour list.  The following region will not display to the client: {0} for region {1} ({2}, {3}).",
                           neighbour.ExternalHostName,
                           neighbour.RegionHandle,
                           neighbour.RegionLocX,
                           neighbour.RegionLocY);
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: Could not resolve external hostname {0} for region {1} ({2}, {3}).  {4}",
                            neighbour.ExternalHostName,
                            neighbour.RegionHandle,
                            neighbour.RegionLocX,
                            neighbour.RegionLocY,
                            e);

                        // FIXME: Okay, even though we've failed, we're still going to throw the exception on,
                        // since I don't know what will happen if we just let the client continue

                        // XXX: Well, decided to swallow the exception instead for now.  Let us see how that goes.
                        // throw e;

                    }
                }
                count++;
            }
        }

        Vector3 CalculateOffset(ScenePresence sp, GridRegion neighbour)
        {
            int rRegionX = (int)sp.Scene.RegionInfo.RegionLocX;
            int rRegionY = (int)sp.Scene.RegionInfo.RegionLocY;
            int tRegionX = neighbour.RegionLocX / (int)Constants.RegionSize;
            int tRegionY = neighbour.RegionLocY / (int)Constants.RegionSize;
            int shiftx = (rRegionX - tRegionX) * (int)Constants.RegionSize;
            int shifty = (rRegionY - tRegionY) * (int)Constants.RegionSize;
            return new Vector3(shiftx, shifty, 0f);
        }

        private void InformClientOfNeighbourCompleted(IAsyncResult iar)
        {
            InformClientOfNeighbourDelegate icon = (InformClientOfNeighbourDelegate)iar.AsyncState;
            icon.EndInvoke(iar);
            //m_log.WarnFormat(" --> InformClientOfNeighbourCompleted");
        }

        /// <summary>
        /// Async component for informing client of which neighbours exist
        /// </summary>
        /// <remarks>
        /// This needs to run asynchronously, as a network timeout may block the thread for a long while
        /// </remarks>
        /// <param name="remoteClient"></param>
        /// <param name="a"></param>
        /// <param name="regionHandle"></param>
        /// <param name="endPoint"></param>
        private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
                                                  IPEndPoint endPoint, bool newAgent)
        {
            // Let's wait just a little to give time to originating regions to catch up with closing child agents
            // after a cross here
            Thread.Sleep(500);

            Scene scene = sp.Scene;

            m_log.DebugFormat(
                "[ENTITY TRANSFER MODULE]: Informing {0} {1} about neighbour {2} {3} at ({4},{5})",
                sp.Name, sp.UUID, reg.RegionName, endPoint, reg.RegionCoordX, reg.RegionCoordY);

            string capsPath = reg.ServerURI + CapsUtil.GetCapsSeedPath(a.CapsPath);

            string reason = String.Empty;

            bool regionAccepted = scene.SimulationService.CreateAgent(reg, a, (uint)TeleportFlags.Default, out reason);

            if (regionAccepted && newAgent)
            {
                if (m_eqModule != null)
                {
                    #region IP Translation for NAT
                    IClientIPEndpoint ipepClient;
                    if (sp.ClientView.TryGet(out ipepClient))
                    {
                        endPoint.Address = NetworkUtil.GetIPFor(ipepClient.EndPoint, endPoint.Address);
                    }
                    #endregion

                    m_log.DebugFormat("[ENTITY TRANSFER MODULE]: {0} is sending {1} EnableSimulator for neighbour region {2} @ {3} " +
                        "and EstablishAgentCommunication with seed cap {4}",
                        scene.RegionInfo.RegionName, sp.Name, reg.RegionName, reg.RegionHandle, capsPath);

                    m_eqModule.EnableSimulator(reg.RegionHandle, endPoint, sp.UUID);
                    m_eqModule.EstablishAgentCommunication(sp.UUID, endPoint, capsPath);
                }
                else
                {
                    sp.ControllingClient.InformClientOfNeighbour(reg.RegionHandle, endPoint);
                    // TODO: make Event Queue disablable!
                }

                m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Completed inform {0} {1} about neighbour {2}", sp.Name, sp.UUID, endPoint);
            }

            if (!regionAccepted)
                m_log.WarnFormat(
                    "[ENTITY TRANSFER MODULE]: Region {0} did not accept {1} {2}: {3}",
                    reg.RegionName, sp.Name, sp.UUID, reason);
        }

        /// <summary>
        /// Return the list of regions that are considered to be neighbours to the given scene.
        /// </summary>
        /// <param name="pScene"></param>
        /// <param name="pRegionLocX"></param>
        /// <param name="pRegionLocY"></param>
        /// <returns></returns>        
        protected List<GridRegion> RequestNeighbours(ScenePresence avatar, uint pRegionLocX, uint pRegionLocY)
        {
            Scene pScene = avatar.Scene;
            RegionInfo m_regionInfo = pScene.RegionInfo;

            Border[] northBorders = pScene.NorthBorders.ToArray();
            Border[] southBorders = pScene.SouthBorders.ToArray();
            Border[] eastBorders = pScene.EastBorders.ToArray();
            Border[] westBorders = pScene.WestBorders.ToArray();

            // Leaving this as a "megaregions" computation vs "non-megaregions" computation; it isn't
            // clear what should be done with a "far view" given that megaregions already extended the
            // view to include everything in the megaregion
            if (northBorders.Length <= 1 && southBorders.Length <= 1 && eastBorders.Length <= 1 && westBorders.Length <= 1)
            {
                int dd = avatar.DrawDistance < Constants.RegionSize ? (int)Constants.RegionSize : (int)avatar.DrawDistance;

                int startX = (int)pRegionLocX * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);
                int startY = (int)pRegionLocY * (int)Constants.RegionSize - dd + (int)(Constants.RegionSize/2);

                int endX = (int)pRegionLocX * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);
                int endY = (int)pRegionLocY * (int)Constants.RegionSize + dd + (int)(Constants.RegionSize/2);

                List<GridRegion> neighbours =
                    avatar.Scene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);

                neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });
                return neighbours;
            }
            else
            {
                Vector2 extent = Vector2.Zero;
                for (int i = 0; i < eastBorders.Length; i++)
                {
                    extent.X = (eastBorders[i].BorderLine.Z > extent.X) ? eastBorders[i].BorderLine.Z : extent.X;
                }
                for (int i = 0; i < northBorders.Length; i++)
                {
                    extent.Y = (northBorders[i].BorderLine.Z > extent.Y) ? northBorders[i].BorderLine.Z : extent.Y;
                }

                // Loss of fraction on purpose
                extent.X = ((int)extent.X / (int)Constants.RegionSize) + 1;
                extent.Y = ((int)extent.Y / (int)Constants.RegionSize) + 1;

                int startX = (int)(pRegionLocX - 1) * (int)Constants.RegionSize;
                int startY = (int)(pRegionLocY - 1) * (int)Constants.RegionSize;

                int endX = ((int)pRegionLocX + (int)extent.X) * (int)Constants.RegionSize;
                int endY = ((int)pRegionLocY + (int)extent.Y) * (int)Constants.RegionSize;

                List<GridRegion> neighbours = pScene.GridService.GetRegionRange(m_regionInfo.ScopeID, startX, endX, startY, endY);
                neighbours.RemoveAll(delegate(GridRegion r) { return r.RegionID == m_regionInfo.RegionID; });

                return neighbours;
            }
        }

        private List<ulong> NewNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
        {
            return currentNeighbours.FindAll(delegate(ulong handle) { return !previousNeighbours.Contains(handle); });
        }

        //        private List<ulong> CommonNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
        //        {
        //            return currentNeighbours.FindAll(delegate(ulong handle) { return previousNeighbours.Contains(handle); });
        //        }

        private List<ulong> OldNeighbours(List<ulong> currentNeighbours, List<ulong> previousNeighbours)
        {
            return previousNeighbours.FindAll(delegate(ulong handle) { return !currentNeighbours.Contains(handle); });
        }

        private List<ulong> NeighbourHandles(List<GridRegion> neighbours)
        {
            List<ulong> handles = new List<ulong>();
            foreach (GridRegion reg in neighbours)
            {
                handles.Add(reg.RegionHandle);
            }
            return handles;
        }

//        private void Dump(string msg, List<ulong> handles)
//        {
//            m_log.InfoFormat("-------------- HANDLE DUMP ({0}) ---------", msg);
//            foreach (ulong handle in handles)
//            {
//                uint x, y;
//                Utils.LongToUInts(handle, out x, out y);
//                x = x / Constants.RegionSize;
//                y = y / Constants.RegionSize;
//                m_log.InfoFormat("({0}, {1})", x, y);
//            }
//        }

        #endregion

        #region Agent Arrived

        public void AgentArrivedAtDestination(UUID id)
        {
            m_entityTransferStateMachine.SetAgentArrivedAtDestination(id);
        }

        #endregion

        #region Object Transfers

        /// <summary>
        /// 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
        /// </summary>
        /// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
        /// <param name="grp">the scene object that we're crossing</param>
        public void Cross(SceneObjectGroup grp, Vector3 attemptedPosition, bool silent)
        {
            if (grp == null)
                return;
            if (grp.IsDeleted)
                return;

            Scene scene = grp.Scene;
            if (scene == null)
                return;

            if (grp.RootPart.DIE_AT_EDGE)
            {
                // We remove the object here
                try
                {
                    scene.DeleteSceneObject(grp, false);
                }
                catch (Exception)
                {
                    m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border.");
                }
                return;
            }

            int thisx = (int)scene.RegionInfo.RegionLocX;
            int thisy = (int)scene.RegionInfo.RegionLocY;
            Vector3 EastCross = new Vector3(0.1f, 0, 0);
            Vector3 WestCross = new Vector3(-0.1f, 0, 0);
            Vector3 NorthCross = new Vector3(0, 0.1f, 0);
            Vector3 SouthCross = new Vector3(0, -0.1f, 0);


            // use this if no borders were crossed!
            ulong newRegionHandle
                        = Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
                                           (uint)((thisy) * Constants.RegionSize));

            Vector3 pos = attemptedPosition;

            int changeX = 1;
            int changeY = 1;

            if (scene.TestBorderCross(attemptedPosition + WestCross, Cardinals.W))
            {
                if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {

                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));

                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));



                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x - 1
                    // y - 1
                }
                else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));


                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));

                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x - 1
                    // y + 1
                }
                else
                {
                    Border crossedBorderx = scene.GetCrossedBorder(attemptedPosition + WestCross, Cardinals.W);

                    if (crossedBorderx.BorderLine.Z > 0)
                    {
                        pos.X = ((pos.X + crossedBorderx.BorderLine.Z));
                        changeX = (int)(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.X = ((pos.X + Constants.RegionSize));

                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx - changeX) * Constants.RegionSize),
                                           (uint)(thisy * Constants.RegionSize));
                    // x - 1
                }
            }
            else if (scene.TestBorderCross(attemptedPosition + EastCross, Cardinals.E))
            {
                if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
                {

                    pos.X = ((pos.X - Constants.RegionSize));
                    Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                    //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                    if (crossedBordery.BorderLine.Z > 0)
                    {
                        pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                        changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                    }
                    else
                        pos.Y = ((pos.Y + Constants.RegionSize));


                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy - changeY) * Constants.RegionSize));
                    // x + 1
                    // y - 1
                }
                else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    pos.Y = ((pos.Y - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)((thisy + changeY) * Constants.RegionSize));
                    // x + 1
                    // y + 1
                }
                else
                {
                    pos.X = ((pos.X - Constants.RegionSize));
                    newRegionHandle
                        = Util.UIntsToLong((uint)((thisx + changeX) * Constants.RegionSize),
                                           (uint)(thisy * Constants.RegionSize));
                    // x + 1
                }
            }
            else if (scene.TestBorderCross(attemptedPosition + SouthCross, Cardinals.S))
            {
                Border crossedBordery = scene.GetCrossedBorder(attemptedPosition + SouthCross, Cardinals.S);
                //(crossedBorderx.BorderLine.Z / (int)Constants.RegionSize)

                if (crossedBordery.BorderLine.Z > 0)
                {
                    pos.Y = ((pos.Y + crossedBordery.BorderLine.Z));
                    changeY = (int)(crossedBordery.BorderLine.Z / (int)Constants.RegionSize);
                }
                else
                    pos.Y = ((pos.Y + Constants.RegionSize));

                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - changeY) * Constants.RegionSize));
                // y - 1
            }
            else if (scene.TestBorderCross(attemptedPosition + NorthCross, Cardinals.N))
            {

                pos.Y = ((pos.Y - Constants.RegionSize));
                newRegionHandle
                    = Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + changeY) * Constants.RegionSize));
                // y + 1
            }

            // Offset the positions for the new region across the border
            Vector3 oldGroupPosition = grp.RootPart.GroupPosition;

            // If we fail to cross the border, then reset the position of the scene object on that border.
            uint x = 0, y = 0;
            Utils.LongToUInts(newRegionHandle, out x, out y);
            GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);

            if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
            {
                m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);

                // We are going to move the object back to the old position so long as the old position
                // is in the region
                oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
                oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
                oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);

                grp.RootPart.GroupPosition = oldGroupPosition;

                // Need to turn off the physics flags, otherwise the object will continue to attempt to
                // move out of the region creating an infinite loop of failed attempts to cross
                grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);

                grp.ScheduleGroupForFullUpdate();
            }
        }


        /// <summary>
        /// Move the given scene object into a new region
        /// </summary>
        /// <param name="newRegionHandle"></param>
        /// <param name="grp">Scene Object Group that we're crossing</param>
        /// <returns>
        /// true if the crossing itself was successful, false on failure
        /// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
        /// </returns>
        protected bool CrossPrimGroupIntoNewRegion(GridRegion destination, Vector3 newPosition, SceneObjectGroup grp, bool silent)
        {
            //m_log.Debug("  >>> CrossPrimGroupIntoNewRegion <<<");

            bool successYN = false;
            grp.RootPart.ClearUpdateSchedule();
            //int primcrossingXMLmethod = 0;

            if (destination != null)
            {
                //string objectState = grp.GetStateSnapshot();

                //successYN
                //    = m_sceneGridService.PrimCrossToNeighboringRegion(
                //        newRegionHandle, grp.UUID, m_serialiser.SaveGroupToXml2(grp), primcrossingXMLmethod);
                //if (successYN && (objectState != "") && m_allowScriptCrossings)
                //{
                //    successYN = m_sceneGridService.PrimCrossToNeighboringRegion(
                //            newRegionHandle, grp.UUID, objectState, 100);
                //}

                //// And the new channel...
                //if (m_interregionCommsOut != null)
                //    successYN = m_interregionCommsOut.SendCreateObject(newRegionHandle, grp, true);
                if (Scene.SimulationService != null)
                    successYN = Scene.SimulationService.CreateObject(destination, newPosition, grp, true);

                if (successYN)
                {
                    // We remove the object here
                    try
                    {
                        grp.Scene.DeleteSceneObject(grp, silent);
                    }
                    catch (Exception e)
                    {
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
                            grp, e);
                    }
                }
                else
                {
                    if (!grp.IsDeleted)
                    {
                        PhysicsActor pa = grp.RootPart.PhysActor;
                        if (pa != null)
                            pa.CrossingFailure();
                    }

                    m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
                }
            }
            else
            {
                m_log.Error("[ENTITY TRANSFER MODULE]: destination was unexpectedly null in Scene.CrossPrimGroupIntoNewRegion()");
            }

            return successYN;
        }

        /// <summary>
        /// Cross the attachments for an avatar into the destination region.
        /// </summary>
        /// <remarks>
        /// This is only invoked for simulators released prior to April 2011.  Versions of OpenSimulator since then
        /// transfer attachments in one go as part of the ChildAgentDataUpdate data passed in the update agent call.
        /// </remarks>
        /// <param name='destination'></param>
        /// <param name='sp'></param>
        /// <param name='silent'></param>
        protected void CrossAttachmentsIntoNewRegion(GridRegion destination, ScenePresence sp, bool silent)
        {
            List<SceneObjectGroup> attachments = sp.GetAttachments();

//            m_log.DebugFormat(
//                "[ENTITY TRANSFER MODULE]: Crossing {0} attachments into {1} for {2}",
//                m_attachments.Count, destination.RegionName, sp.Name);

            foreach (SceneObjectGroup gobj in attachments)
            {
                // If the prim group is null then something must have happened to it!
                if (gobj != null && !gobj.IsDeleted)
                {
                    SceneObjectGroup clone = (SceneObjectGroup)gobj.CloneForNewScene();
                    clone.RootPart.GroupPosition = gobj.RootPart.AttachedPos;
                    clone.IsAttachment = false;

                    //gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
                    m_log.DebugFormat(
                        "[ENTITY TRANSFER MODULE]: Sending attachment {0} to region {1}",
                        clone.UUID, destination.RegionName);

                    CrossPrimGroupIntoNewRegion(destination, Vector3.Zero, clone, silent);
                }
            }

            sp.ClearAttachments();
        }

        #endregion

        #region Misc

        public bool IsInTransit(UUID id)
        {
            return m_entityTransferStateMachine.IsInTransit(id);
        }

        protected void ReInstantiateScripts(ScenePresence sp)
        {
            int i = 0;
            if (sp.InTransitScriptStates.Count > 0)
            {
                List<SceneObjectGroup> attachments = sp.GetAttachments();

                foreach (SceneObjectGroup sog in attachments)
                {
                    if (i < sp.InTransitScriptStates.Count)
                    {
                        sog.SetState(sp.InTransitScriptStates[i++], sp.Scene);
                        sog.CreateScriptInstances(0, false, sp.Scene.DefaultScriptEngine, 0);
                        sog.ResumeScripts();
                    }
                    else
                        m_log.ErrorFormat(
                            "[ENTITY TRANSFER MODULE]: InTransitScriptStates.Count={0} smaller than Attachments.Count={1}",
                            sp.InTransitScriptStates.Count, attachments.Count);
                }

                sp.InTransitScriptStates.Clear();
            }
        }
        #endregion

    }
}