OpenSimMirror/PrimManager.cs

99 lines
3.9 KiB
C#

/*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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
{
/// <summary>
/// Manages and provides local cache of Prims.
/// </summary>
public class PrimManager
{
private LocalPrimDb _localPrimDB;
private int _localPrimNumber;
private Dictionary<libsecondlife.LLUUID,PrimAsset> PrimList;
public PrimManager()
{
this._localPrimDB = new LocalPrimDb();
this.PrimList = new Dictionary<libsecondlife.LLUUID,PrimAsset>();
}
/// <summary>
/// Called when a prim is created in-world
/// </summary>
/// <param name="userInfo"></param>
/// <param name="addPacket"></param>
/// <returns></returns>
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);
}
}
}