/// <summary> /// /// </summary> /// <param name="regionHandle"></param> /// <param name="agent"></param> /// protected void NewUserConnection(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:"******" " + agent.lastname); handlerExpectUser(agent); } }
/// <summary> /// /// </summary> /// <param name="agent"></param> /// <returns></returns> public virtual bool TriggerExpectUser(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { handlerExpectUser(agent); return true; } return false; }
/// <summary> /// /// </summary> /// <param name="agent"></param> /// <returns></returns> public virtual bool TriggerExpectUser(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { handlerExpectUser(agent); return(true); } return(false); }
/// <summary> /// A New User will arrive shortly, Informs the scene that there's a new user on the way /// </summary> /// <param name="agent">Data we need to ensure that the agent can connect</param> /// protected void NewUserConnection(AgentCircuitData agent) { handlerExpectUser = OnExpectUser; if (handlerExpectUser != null) { //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: OnExpectUser Fired for User:"******" " + agent.lastname); handlerExpectUser(agent); } }