Files
libremetaverse/libsecondlife-cs/Avatar.cs
tkimball 56398e17a1 Filled a few more paramater comments.
git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@345 52acb1d6-8a22-11de-b505-999d5b087335
2006-10-20 02:05:49 +00:00

714 lines
29 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Timers;
using System.Net;
using System.Collections;
using libsecondlife.Packets;
namespace libsecondlife
{
/// <summary>
///
/// </summary>
/// <param name="Message"></param>
/// <param name="Audible"></param>
/// <param name="Type"></param>
/// <param name="Sourcetype"></param>
/// <param name="FromName"></param>
/// <param name="ID"></param>
public delegate void ChatCallback(string message, byte audible, byte type, byte sourcetype,
string fromName, LLUUID id);
/// <summary>
/// Event is triggered when the L$ account balance for this avatar changes.
/// </summary>
/// <param name="balance">The new account balance</param>
public delegate void BalanceCallback(int balance);
/// <summary>
/// Triggered whenever an instant message is received.
/// </summary>
/// <param name="FromAgentID"></param>
/// <param name="FromAgentName"></param>
/// <param name="ToAgentID"></param>
/// <param name="ParentEstateID"></param>
/// <param name="RegionID"></param>
/// <param name="Position"></param>
/// <param name="Dialog"></param>
/// <param name="GroupIM"></param>
/// <param name="IMSessionID"></param>
/// <param name="Timestamp"></param>
/// <param name="Message"></param>
public delegate void InstantMessageCallback(LLUUID fromAgentID, string fromAgentName,
LLUUID toAgentID, uint parentEstateID, LLUUID regionID, LLVector3 position,
bool dialog, bool groupIM, LLUUID imSessionID, DateTime timestamp, string message,
byte offline, byte[] binaryBucket);
/// <summary>
/// Triggered after friend request packet is sent out.
/// </summary>
/// <param name="AgentID"></param>
/// <param name="Online"></param>
public delegate void FriendNotificationCallback(LLUUID agentID, bool online);
/// <summary>
///
/// </summary>
/// <param name="message"></param>
public delegate void TeleportCallback(string message);
/// <summary>
/// Basic class to hold other Avatar's data.
/// </summary>
public class Avatar
{
/// <summary>The Avatar's UUID, asset server</summary>
public LLUUID ID;
/// <summary>Avatar ID in Region (sim) it is in</summary>
public uint LocalID;
/// <summary>Full Name of Avatar</summary>
public string Name;
/// <summary>Active Group of Avatar</summary>
public string GroupName;
/// <summary>Online Status of Avatar</summary>
public bool Online;
/// <summary>Location of Avatar (x,y,z probably)</summary>
public LLVector3 Position;
/// <summary>Rotational Position of Avatar</summary>
public LLQuaternion Rotation;
/// <summary>Region (aka sim) the Avatar is in</summary>
public Region CurrentRegion;
}
/// <summary>
/// Class to hold Client Avatar's data
/// </summary>
public class MainAvatar
{
/// <summary></summary>
public event ChatCallback OnChat;
/// <summary></summary>
public event InstantMessageCallback OnInstantMessage;
/// <summary></summary>
public event FriendNotificationCallback OnFriendNotification;
/// <summary></summary>
public event TeleportCallback OnTeleport;
/// <summary></summary>
public event BalanceCallback OnBalanceUpdated;
/// <summary>Your (client) Avatar UUID, asset server</summary>
public LLUUID ID;
/// <summary>Your (client) Avatar ID, local to Region/sim</summary>
public uint LocalID;
/// <summary>Avatar First Name (i.e. Philip)</summary>
public string FirstName;
/// <summary>Avatar Last Name (i.e. Linden)</summary>
public string LastName;
/// <summary></summary>
public string TeleportMessage;
/// <summary>Current position of avatar</summary>
public LLVector3 Position;
/// <summary>Current rotation of avatar</summary>
public LLQuaternion Rotation;
/// <summary>The point the avatar is currently looking at
/// (may not stay updated)</summary>
public LLVector3 LookAt;
/// <summary>Position avatar client will goto when login to 'home' or during
/// teleport request to 'home' region.</summary>
public LLVector3 HomePosition;
/// <summary>LookAt point saved/restored with HomePosition</summary>
public LLVector3 HomeLookAt;
/// <summary>Gets the health of the agent</summary>
protected float health;
public float Health
{
get { return health; }
}
/// <summary>Gets the current balance of the agent</summary>
protected int balance;
public int Balance
{
get { return balance; }
}
private SecondLife Client;
private int TeleportStatus;
private Timer TeleportTimer;
private bool TeleportTimeout;
private uint HeightWidthGenCounter;
/// <summary>
/// 'CallBack Central' - Setup callbacks for most of the incoming packets.
/// </summary>
/// <param name="client"></param>
public MainAvatar(SecondLife client)
{
PacketCallback callback;
Client = client;
TeleportMessage = "";
// Create emtpy vectors for now
HomeLookAt = HomePosition = Position = LookAt = new LLVector3();
Rotation = new LLQuaternion();
// Coarse location callback
Client.Network.RegisterCallback(PacketType.CoarseLocationUpdate, new PacketCallback(CoarseLocationHandler));
// Teleport callbacks
callback = new PacketCallback(TeleportHandler);
Client.Network.RegisterCallback(PacketType.TeleportStart, callback);
Client.Network.RegisterCallback(PacketType.TeleportProgress, callback);
Client.Network.RegisterCallback(PacketType.TeleportFailed, callback);
Client.Network.RegisterCallback(PacketType.TeleportFinish, callback);
// Instant Message callback
Client.Network.RegisterCallback(PacketType.ImprovedInstantMessage, new PacketCallback(InstantMessageHandler));
// Chat callback
Client.Network.RegisterCallback(PacketType.ChatFromSimulator, new PacketCallback(ChatHandler));
// Friend notification callback
callback = new PacketCallback(FriendNotificationHandler);
Client.Network.RegisterCallback(PacketType.OnlineNotification, callback);
Client.Network.RegisterCallback(PacketType.OfflineNotification, callback);
TeleportTimer = new Timer(18000);
TeleportTimer.Elapsed += new ElapsedEventHandler(TeleportTimerEvent);
TeleportTimeout = false;
// Movement complete callback
Client.Network.RegisterCallback(PacketType.AgentMovementComplete, new PacketCallback(MovementCompleteHandler));
// Health callback
Client.Network.RegisterCallback(PacketType.HealthMessage, new PacketCallback(HealthHandler));
// Money callbacks
callback = new PacketCallback(BalanceHandler);
Client.Network.RegisterCallback(PacketType.MoneyBalanceReply, callback);
Client.Network.RegisterCallback(PacketType.MoneySummaryReply, callback);
Client.Network.RegisterCallback(PacketType.AdjustBalance, callback);
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="message"></param>
public void InstantMessage(LLUUID target, string message)
{
InstantMessage(FirstName + " " + LastName, LLUUID.GenerateUUID(), target, message, null, LLUUID.GenerateUUID());
}
/// <summary>
///
/// </summary>
/// <param name="target"></param>
/// <param name="message"></param>
/// <param name="IMSessionID"></param>
public void InstantMessage(LLUUID target, string message, LLUUID IMSessionID)
{
InstantMessage(FirstName + " " + LastName, LLUUID.GenerateUUID(), target, message, null, IMSessionID);
}
/// <summary>
///
/// </summary>
/// <param name="fromName"></param>
/// <param name="sessionID"></param>
/// <param name="target"></param>
/// <param name="message"></param>
/// <param name="conferenceIDs"></param>
public void InstantMessage(string fromName, LLUUID sessionID, LLUUID target, string message, LLUUID[] conferenceIDs)
{
InstantMessage(fromName, sessionID, target, message, conferenceIDs, LLUUID.GenerateUUID());
}
/// <summary>
///
/// </summary>
/// <param name="fromName">Client's Avatar</param>
/// <param name="sessionID"></param>
/// <param name="target">UUID of target Av.</param>
/// <param name="message">Text Message being sent.</param>
/// <param name="conferenceIDs"></param>
/// <param name="IMSessionID"></param>
///
/// TODO: Have fromName grabbed from elsewhere and remove argument, to prevent inadvertant spoofing.
///
public void InstantMessage(string fromName, LLUUID sessionID, LLUUID target, string message,
LLUUID[] conferenceIDs, LLUUID IMSessionID)
{
ImprovedInstantMessagePacket im = new ImprovedInstantMessagePacket();
im.AgentData.AgentID = this.ID;
im.AgentData.SessionID = Client.Network.SessionID;
im.MessageBlock.Dialog = 0;
im.MessageBlock.FromAgentName = Helpers.StringToField(fromName);
im.MessageBlock.FromGroup = false;
im.MessageBlock.ID = IMSessionID;
im.MessageBlock.Message = Helpers.StringToField(message);
im.MessageBlock.Offline = 1;
im.MessageBlock.ToAgentID = target;
if (conferenceIDs != null && conferenceIDs.Length > 0)
{
im.MessageBlock.BinaryBucket = new byte[16 * conferenceIDs.Length];
for (int i = 0; i < conferenceIDs.Length; ++i)
{
Array.Copy(conferenceIDs[i].Data, 0, im.MessageBlock.BinaryBucket, i * 16, 16);
}
}
else
{
im.MessageBlock.BinaryBucket = new byte[0];
}
// These fields are mandatory, even if we don't have valid values for them
im.MessageBlock.Position = new LLVector3();
//TODO: Allow region id to be correctly set by caller or fetched from Client.*
im.MessageBlock.RegionID = new LLUUID();
// Send the message
Client.Network.SendPacket((Packet)im);
}
/// <summary>
/// Conversion type to denote Chat Packet types in an easier-to-understand format
/// </summary>
public enum ChatType
{
/// <summary>Whispers (5m radius)</summary>
Whisper = 0,
/// <summary>Normal chat (10/20m radius) - Why is this here twice?</summary>
Normal = 1,
/// <summary>Shouting! (100m radius)</summary>
Shout = 2,
/// <summary>Normal chat (10/20m radius) - Why is this here twice?</summary>
Say = 3,
/// <summary>Event message when an Avatar has begun to type</summary>
StartTyping = 4,
/// <summary>Event message when an Avatar has stopped typing</summary>
StopTyping = 5
}
/// <summary>
/// Send a Chat message.
/// </summary>
/// <param name="message">The Message you're sending out.</param>
/// <param name="channel">Channel number (0 would be default 'Say' message, other numbers
/// denote the equivalent of /# in normal client).</param>
/// <param name="type">Chat Type, see above.</param>
public void Chat(string message, int channel, ChatType type)
{
ChatFromViewerPacket chat = new ChatFromViewerPacket();
chat.AgentData.AgentID = this.ID;
chat.AgentData.SessionID = Client.Network.SessionID;
chat.ChatData.Channel = channel;
chat.ChatData.Message = Helpers.StringToField(message);
chat.ChatData.Type = (byte)type;
Client.Network.SendPacket((Packet)chat);
}
/// <summary>
/// Set the height and the width of your avatar. This is used to scale
/// the avatar mesh.
/// </summary>
/// <param name="height">New height of the avatar</param>
/// <param name="width">New width of the avatar</param>
public void SetHeightWidth(ushort height, ushort width)
{
AgentHeightWidthPacket heightwidth = new AgentHeightWidthPacket();
heightwidth.AgentData.AgentID = Client.Network.AgentID;
heightwidth.AgentData.SessionID = Client.Network.SessionID;
heightwidth.AgentData.CircuitCode = Client.Network.CurrentSim.CircuitCode;
heightwidth.HeightWidthBlock.Height = height;
heightwidth.HeightWidthBlock.Width = width;
heightwidth.HeightWidthBlock.GenCounter = HeightWidthGenCounter++;
Client.Network.SendPacket((Packet)heightwidth);
}
/// <summary>
/// Give Money to destination Avatar
/// </summary>
/// <param name="target">UUID of the Target Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Reason (optional normally)</param>
public void GiveMoney(LLUUID target, int amount, string description)
{
// 5001 - transaction type for av to av money transfers
GiveMoney(target, amount, description, 5001);
}
/// <summary>
/// Give Money to destionation Object or Avatar
/// </summary>
/// <param name="target">UUID of the Target Object/Avatar</param>
/// <param name="amount">Amount in L$</param>
/// <param name="description">Reason (Optional normally)</param>
/// <param name="transactiontype">The type of transaction. Currently only 5001 is
/// documented for Av->Av money transfers.</param>
public void GiveMoney(LLUUID target, int amount, string description, int transactiontype)
{
MoneyTransferRequestPacket money = new MoneyTransferRequestPacket();
money.AgentData.AgentID = this.ID;
money.AgentData.SessionID = Client.Network.SessionID;
money.MoneyData.Description = Helpers.StringToField(description);
money.MoneyData.DestID = target;
money.MoneyData.SourceID = this.ID;
money.MoneyData.TransactionType = transactiontype;
Client.Network.SendPacket((Packet)money);
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
/// <returns></returns>
public bool Teleport(ulong regionHandle, LLVector3 position)
{
return Teleport(regionHandle, position, new LLVector3(position.X + 1.0F, position.Y, position.Z));
}
/// <summary>
///
/// </summary>
/// <param name="regionHandle"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <returns></returns>
public bool Teleport(ulong regionHandle, LLVector3 position, LLVector3 lookAt)
{
TeleportStatus = 0;
TeleportLocationRequestPacket teleport = new TeleportLocationRequestPacket();
teleport.AgentData.AgentID = Client.Network.AgentID;
teleport.AgentData.SessionID = Client.Network.SessionID;
teleport.Info.LookAt = lookAt;
teleport.Info.Position = position;
teleport.Info.RegionHandle = regionHandle;
teleport.Header.Reliable = true;
Client.Log("Teleporting to region " + regionHandle.ToString(), Helpers.LogLevel.Info);
// Start the timeout check
TeleportTimeout = false;
TeleportTimer.Start();
Client.Network.SendPacket((Packet)teleport);
while (TeleportStatus == 0 && !TeleportTimeout)
{
Client.Tick();
}
TeleportTimer.Stop();
if (TeleportTimeout)
{
if (OnTeleport != null) { OnTeleport("Teleport timed out."); }
}
else
{
if (OnTeleport != null) { OnTeleport(TeleportMessage); }
}
return (TeleportStatus == 1);
}
/// <summary>
///
/// </summary>
/// <param name="simName"></param>
/// <param name="position"></param>
/// <returns></returns>
public bool Teleport(string simName, LLVector3 position)
{
position.Z = 0;
return Teleport(simName, position, new LLVector3(0, 1.0F, 0));
}
/// <summary>
///
/// </summary>
/// <param name="simName"></param>
/// <param name="position"></param>
/// <param name="lookAt"></param>
/// <returns></returns>
public bool Teleport(string simName, LLVector3 position, LLVector3 lookAt)
{
Client.Grid.AddSim(simName);
int attempts = 0;
while (attempts++ < 5)
{
if (Client.Grid.Regions.ContainsKey(simName.ToLower()))
{
return Teleport(((GridRegion)Client.Grid.Regions[simName.ToLower()]).RegionHandle, position, lookAt);
}
else
{
System.Threading.Thread.Sleep(1000);
Client.Grid.AddSim(simName);
Client.Tick();
}
}
if (OnTeleport != null)
{
OnTeleport("Unable to resolve name: " + simName);
}
return false;
}
/// <summary>
///
/// </summary>
/// <param name="simulator"></param>
public void CompleteAgentMovement(Simulator simulator)
{
CompleteAgentMovementPacket move = new CompleteAgentMovementPacket();
move.AgentData.AgentID = Client.Network.AgentID;
move.AgentData.SessionID = Client.Network.SessionID;
move.AgentData.CircuitCode = simulator.CircuitCode;
Client.Network.SendPacket(move, simulator);
}
public void UpdateCamera(bool reliable)
{
AgentUpdatePacket update = new AgentUpdatePacket();
update.AgentData.AgentID = Client.Network.AgentID;
update.AgentData.SessionID = Client.Network.SessionID;
update.AgentData.State = 0;
update.AgentData.BodyRotation = new LLQuaternion(0, 0.6519076f, 0, 0);
update.AgentData.HeadRotation = new LLQuaternion();
// Semi-sane default values
update.AgentData.CameraCenter = new LLVector3(9.549901f, 7.033957f, 11.75f);
update.AgentData.CameraAtAxis = new LLVector3(0.7f, 0.7f, 0);
update.AgentData.CameraLeftAxis = new LLVector3(-0.7f, 0.7f, 0);
update.AgentData.CameraUpAxis = new LLVector3(0.1822026f, 0.9828722f, 0);
update.AgentData.Far = 384;
update.AgentData.ControlFlags = 0; // TODO: What is this?
update.AgentData.Flags = 0;
update.Header.Reliable = reliable;
Client.Network.SendPacket(update);
// Send an AgentFOV packet widening our field of vision
/*AgentFOVPacket fovPacket = new AgentFOVPacket();
fovPacket.AgentData.AgentID = this.ID;
fovPacket.AgentData.SessionID = Client.Network.SessionID;
fovPacket.AgentData.CircuitCode = simulator.CircuitCode;
fovPacket.FOVBlock.GenCounter = 0;
fovPacket.FOVBlock.VerticalAngle = 6.28318531f;
fovPacket.Header.Reliable = true;
Client.Network.SendPacket((Packet)fovPacket);*/
}
private void FriendNotificationHandler(Packet packet, Simulator simulator)
{
// If the agent is online...
if (packet.Type == PacketType.OnlineNotification)
{
foreach (OnlineNotificationPacket.AgentBlockBlock block in ((OnlineNotificationPacket)packet).AgentBlock)
{
Client.AddAvatar(block.AgentID);
#region AvatarsMutex
Client.AvatarsMutex.WaitOne();
((Avatar)Client.Avatars[block.AgentID]).Online = true;
Client.AvatarsMutex.ReleaseMutex();
#endregion AvatarsMutex
if (OnFriendNotification != null)
{
OnFriendNotification(block.AgentID, true);
}
}
}
// If the agent is Offline...
if (packet.Type == PacketType.OfflineNotification)
{
foreach (OfflineNotificationPacket.AgentBlockBlock block in ((OfflineNotificationPacket)packet).AgentBlock)
{
Client.AddAvatar(block.AgentID);
#region AvatarsMutex
Client.AvatarsMutex.WaitOne();
((Avatar)Client.Avatars[block.AgentID]).Online = false;
Client.AvatarsMutex.ReleaseMutex();
#endregion AvatarsMutex
if (OnFriendNotification != null)
{
OnFriendNotification(block.AgentID, true);
}
}
}
}
private void CoarseLocationHandler(Packet packet, Simulator simulator)
{
// TODO: This will be useful one day
}
private void InstantMessageHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.ImprovedInstantMessage)
{
ImprovedInstantMessagePacket im = (ImprovedInstantMessagePacket)packet;
if (OnInstantMessage != null)
{
OnInstantMessage(
im.AgentData.AgentID
, Helpers.FieldToString(im.MessageBlock.FromAgentName),
im.MessageBlock.ToAgentID
, im.MessageBlock.ParentEstateID
, im.MessageBlock.RegionID
, im.MessageBlock.Position
, Convert.ToBoolean(im.MessageBlock.Dialog)
, im.MessageBlock.FromGroup
, im.MessageBlock.ID
, new DateTime(im.MessageBlock.Timestamp)
, Helpers.FieldToString(im.MessageBlock.Message)
, im.MessageBlock.Offline
, im.MessageBlock.BinaryBucket
);
}
}
}
private void ChatHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.ChatFromSimulator)
{
ChatFromSimulatorPacket chat = (ChatFromSimulatorPacket)packet;
if (OnChat != null)
{
OnChat(Helpers.FieldToString(chat.ChatData.Message), chat.ChatData.Audible, chat.ChatData.ChatType,
chat.ChatData.SourceType, Helpers.FieldToString(chat.ChatData.FromName), chat.ChatData.SourceID);
}
}
}
private void MovementCompleteHandler(Packet packet, Simulator simulator)
{
AgentMovementCompletePacket movement = (AgentMovementCompletePacket)packet;
this.Position = movement.Data.Position;
this.LookAt = movement.Data.LookAt;
}
private void HealthHandler(Packet packet, Simulator simulator)
{
health = ((HealthMessagePacket)packet).HealthData.Health;
}
private void BalanceHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.MoneyBalanceReply)
{
balance = ((MoneyBalanceReplyPacket)packet).MoneyData.MoneyBalance;
}
else if (packet.Type == PacketType.MoneySummaryReply)
{
balance = ((MoneySummaryReplyPacket)packet).MoneyData.Balance;
}
else if (packet.Type == PacketType.AdjustBalance)
{
balance += ((AdjustBalancePacket)packet).AgentData.Delta;
}
if (OnBalanceUpdated != null)
{
OnBalanceUpdated(balance);
}
}
private void TeleportHandler(Packet packet, Simulator simulator)
{
if (packet.Type == PacketType.TeleportStart)
{
TeleportMessage = "Teleport started";
}
else if (packet.Type == PacketType.TeleportProgress)
{
TeleportMessage = Helpers.FieldToString(((TeleportProgressPacket)packet).Info.Message);
}
else if (packet.Type == PacketType.TeleportFailed)
{
TeleportMessage = Helpers.FieldToString(((TeleportFailedPacket)packet).Info.Reason);
TeleportStatus = -1;
}
else if (packet.Type == PacketType.TeleportFinish)
{
TeleportFinishPacket finish = (TeleportFinishPacket)packet;
TeleportMessage = "Teleport finished";
Simulator sim = Client.Network.Connect(new IPAddress((long)finish.Info.SimIP), finish.Info.SimPort,
simulator.CircuitCode, true);
if ( sim != null)
{
// Move the avatar in to this sim
CompleteAgentMovementPacket move = new CompleteAgentMovementPacket();
move.AgentData.AgentID = this.ID;
move.AgentData.SessionID = Client.Network.SessionID;
move.AgentData.CircuitCode = simulator.CircuitCode;
Client.Network.SendPacket((Packet)move);
Console.WriteLine(move);
Client.Log("Moved to new sim " + Client.Network.CurrentSim.Region.Name + "(" +
Client.Network.CurrentSim.IPEndPoint.ToString() + ")",
Helpers.LogLevel.Info);
// Sleep a little while so we can collect parcel information
System.Threading.Thread.Sleep(1000);
TeleportStatus = 1;
}
else
{
TeleportStatus = -1;
}
}
}
private void TeleportTimerEvent(object source, System.Timers.ElapsedEventArgs ea)
{
TeleportTimeout = true;
}
}
}