/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the 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 ``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 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.IO; using System.Collections.Generic; using libsecondlife; using libsecondlife.Packets; namespace OpenSim { /// /// Manages and provides local cache of Prims. /// public class PrimManager { private LocalPrimDb _localPrimDB; private int _localPrimNumber; private Dictionary PrimList; public PrimManager() { this._localPrimDB = new LocalPrimDb(); this.PrimList = new Dictionary(); } /// /// Called when a prim is created in-world /// /// /// /// public PrimAsset CreateNewPrim(NetworkInfo userInfo, ObjectAddPacket addPacket) { PrimData PData = new PrimData(); PData.OwnerID = userInfo.User.AgentID; PData.PCode = addPacket.ObjectData.PCode; PData.PathBegin = addPacket.ObjectData.PathBegin; PData.PathEnd = addPacket.ObjectData.PathEnd; PData.PathScaleX = addPacket.ObjectData.PathScaleX; PData.PathScaleY = addPacket.ObjectData.PathScaleY; PData.PathShearX = addPacket.ObjectData.PathShearX; PData.PathShearY = addPacket.ObjectData.PathShearY; PData.PathSkew = addPacket.ObjectData.PathSkew; PData.ProfileBegin = addPacket.ObjectData.ProfileBegin; PData.ProfileEnd = addPacket.ObjectData.ProfileEnd; PData.Scale = addPacket.ObjectData.Scale; PData.PathCurve = addPacket.ObjectData.PathCurve; PData.ProfileCurve = addPacket.ObjectData.ProfileCurve; PData.ParentID = 0; PData.ProfileHollow = addPacket.ObjectData.ProfileHollow; PData.AddFlags = addPacket.ObjectData.AddFlags; //finish off copying rest of shape data PData.LocalID = (uint)(702000 + _localPrimNumber); PData.FullID = new LLUUID("edba7151-5857-acc5-b30b-f01efefd"+_localPrimNumber.ToString("0000")); PData.Position = addPacket.ObjectData.RayEnd; _localPrimNumber++; //for now give it a default texture PData.Texture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005")); PrimAsset prim = new PrimAsset(); prim.FullID = PData.FullID; prim.PrimData = PData; this.PrimList.Add(prim.FullID, prim); //should copy to local prim database (and at some point upload to the asset server) return(prim); } } }