public bool Teleport(ulong regionHandle, LLVector3 position, LLVector3,
lookAt)
        {,
            TeleportStat = TeleportStatus.None;
            TeleportEvent.Reset();

            Console.WriteLine(" Now starting the actual teleport, now I
have the actual region handle" + regionHandle.ToString());

            RequestTeleport(regionHandle, position, lookAt);

            Console.WriteLine(" I requested a teleport with the handle " +
regionHandle.ToString());
            try
            {
                TeleportEvent.WaitOne(Client.Settings.TELEPORT_TIMEOUT,
false);
            }
            catch (Exception e)
            {
                Console.WriteLine(" I got an exception here");
            }

            if (TeleportStat == TeleportStatus.None ||
                TeleportStat == TeleportStatus.Start ||
                TeleportStat == TeleportStatus.Progress)
            {
                teleportMessage = "Teleport timed out.";
                Console.WriteLine("Teleport timed out");
            }

            Console.WriteLine(" I came from waiting for teleport" +
TeleportStat.ToString());
            return (TeleportStat == TeleportStatus.Finished);
        });



Here I get the status  "Failed". ,   Now I think should see in
TeleportEvent.WaitOne(...) whats happening there.........


jalal.





                                                                           
             "Erik Hill"                                                   
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I believe teleport returns right away or near right away.

There is an event to tell you the status of the teleportation.
Execution of things like teleport may seem like a single step process, but
thay are a multiple step process.
The client request the teleport, looks up the data, disconnects from the
current sim and connects to the new sim.

There is more then a handful of errors that you can get from interupting
this processes like this, so its best to start a teleport wait for it to
finish then go on with your tasks.
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