Documentation!
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c070d2bbf3
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@ -96,6 +96,9 @@ namespace OpenSim
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OpenSim.Framework.Console.MainConsole.Instance = m_console;
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}
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/// <summary>
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/// Performs initialisation of the world, such as loading configuration from disk.
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/// </summary>
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public virtual void StartUp()
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{
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this.regionData = new RegionInfo();
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@ -358,6 +361,9 @@ namespace OpenSim
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}
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}
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/// <summary>
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/// Performs any last-minute sanity checking and shuts down the region server
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/// </summary>
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public virtual void Shutdown()
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{
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m_console.WriteLine("Main.cs:Shutdown() - Closing all threads");
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@ -371,11 +377,21 @@ namespace OpenSim
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Environment.Exit(0);
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}
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/// <summary>
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/// Performs per-frame updates regularly
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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void Heartbeat(object sender, System.EventArgs e)
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{
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LocalWorld.Update();
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}
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/// <summary>
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/// Runs commands issued by the server console from the operator
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/// </summary>
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/// <param name="command">The first argument of the parameter (the command)</param>
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/// <param name="cmdparams">Additional arguments passed to the command</param>
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public void RunCmd(string command, string[] cmdparams)
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{
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switch (command)
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@ -400,6 +416,10 @@ namespace OpenSim
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}
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}
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/// <summary>
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/// Outputs to the console information about the region
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/// </summary>
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/// <param name="ShowWhat">What information to display (valid arguments are "uptime", "users")</param>
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public void Show(string ShowWhat)
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{
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switch (ShowWhat)
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@ -62,7 +62,9 @@ namespace OpenSim.world
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}
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}
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/// <summary>
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/// Creates a new Entity (should not occur on it's own)
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/// </summary>
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public Entity()
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{
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uuid = new libsecondlife.LLUUID();
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@ -81,6 +83,10 @@ namespace OpenSim.world
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child.addForces();
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}
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}
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/// <summary>
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/// Performs any updates that need to be done at each frame. This function is overridable from it's children.
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/// </summary>
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public virtual void update() {
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// Do any per-frame updates needed that are applicable to every type of entity
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foreach (Entity child in children)
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@ -89,6 +95,10 @@ namespace OpenSim.world
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}
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}
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/// <summary>
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/// Returns a mesh for this object and any dependents
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/// </summary>
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/// <returns>The mesh of this entity tree</returns>
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public virtual Mesh getMesh()
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{
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Mesh mesh = new Mesh();
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