OpenSimMirror/OpenSim.RegionServer/world/WorldBase.cs

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5.2 KiB
C#
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using System;
using libsecondlife;
using libsecondlife.Packets;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
using System.IO;
using System.Threading;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Terrain;
using OpenSim.Framework.Inventory;
using OpenSim.Assets;
using OpenSim.RegionServer.world.scripting;
using OpenSim.Terrain;
namespace OpenSim.world
{
public class WorldBase
{
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
protected Dictionary<uint, SimClient> m_clientThreads;
protected ulong m_regionHandle;
protected string m_regionName;
protected InventoryCache _inventoryCache;
protected AssetCache _assetCache;
protected RegionInfo m_regInfo;
public TerrainEngine Terrain; //TODO: Replace TerrainManager with this.
protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine
#region Properties
public InventoryCache InventoryCache
{
set
{
this._inventoryCache = value;
}
}
public AssetCache AssetCache
{
set
{
this._assetCache = value;
}
}
#endregion
#region Constructors
public WorldBase()
{
}
#endregion
#region Setup Methods
/// <summary>
/// Register Packet handler Methods with the packet server (which will register them with the SimClient)
/// </summary>
/// <param name="packetServer"></param>
public virtual void RegisterPacketHandlers(PacketServer packetServer)
{
}
#endregion
#region Update Methods
/// <summary>
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
/// </summary>
public virtual void Update()
{
}
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public virtual void LoadWorldMap()
{
}
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(SimClient RemoteClient)
{
try
{
int[] patches = new int[4];
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x = x + 4)
{
patches[0] = x + 0 + y * 16;
patches[1] = x + 1 + y * 16;
patches[2] = x + 2 + y * 16;
patches[3] = x + 3 + y * 16;
Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches);
RemoteClient.OutPacket(layerpack);
}
}
}
catch (Exception e)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}
/// <summary>
/// Sends a specified patch to a client
/// </summary>
/// <param name="px">Patch coordinate (x) 0..16</param>
/// <param name="py">Patch coordinate (y) 0..16</param>
/// <param name="RemoteClient">The client to send to</param>
public void SendLayerData(int px, int py, SimClient RemoteClient)
{
try
{
int[] patches = new int[1];
int patchx, patchy;
patchx = px / 16;
patchy = py / 16;
patches[0] = patchx + 0 + patchy * 16;
Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches);
RemoteClient.OutPacket(layerpack);
}
catch (Exception e)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString());
}
}
#endregion
#region Add/Remove Agent/Avatar
/// <summary>
/// Add a new Agent's avatar
/// </summary>
/// <param name="agentClient"></param>
public virtual void AddViewerAgent(SimClient agentClient)
{
}
/// <summary>
/// Remove a Agent's avatar
/// </summary>
/// <param name="agentClient"></param>
public virtual void RemoveViewerAgent(SimClient agentClient)
{
}
#endregion
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public virtual void Close()
{
}
#endregion
}
}