157 lines
5.0 KiB
C#
157 lines
5.0 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using libsecondlife;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Communications.Caches;
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using OpenSim.Region.Terrain;
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using OpenSim.Framework;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class SceneBase : IScene
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{
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public Dictionary<LLUUID, EntityBase> Entities;
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protected ulong m_regionHandle;
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protected string m_regionName;
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protected RegionInfo m_regInfo;
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public TerrainEngine Terrain;
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protected EventManager m_eventManager;
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public EventManager EventManager
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{
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get { return m_eventManager; }
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}
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protected string m_datastore;
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protected object m_syncRoot = new object();
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private uint m_nextLocalId = 8880000;
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protected AssetCache assetCache;
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#region Update Methods
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/// <summary>
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/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
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/// </summary>
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public abstract void Update();
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#endregion
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#region Terrain Methods
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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public abstract void LoadWorldMap();
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/// <summary>
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/// Send the region heightmap to the client
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/// </summary>
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/// <param name="RemoteClient">Client to send to</param>
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public virtual void SendLayerData(IClientAPI RemoteClient)
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{
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RemoteClient.SendLayerData(Terrain.GetHeights1D());
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}
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/// <summary>
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/// Sends a specified patch to a client
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/// </summary>
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/// <param name="px">Patch coordinate (x) 0..16</param>
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/// <param name="py">Patch coordinate (y) 0..16</param>
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/// <param name="RemoteClient">The client to send to</param>
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public virtual void SendLayerData(int px, int py, IClientAPI RemoteClient, float[] terrain)
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{
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RemoteClient.SendLayerData(px, py, terrain);
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}
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#endregion
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#region Add/Remove Agent/Avatar
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="agentID"></param>
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/// <param name="child"></param>
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public abstract void AddNewClient(IClientAPI client, bool child);
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/// <summary>
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///
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/// </summary>
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/// <param name="agentID"></param>
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public abstract void RemoveClient(LLUUID agentID);
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#endregion
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public virtual RegionInfo RegionInfo
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{
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get { return this.m_regInfo; }
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}
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public object SyncRoot
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{
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get { return m_syncRoot; }
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}
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public uint NextLocalId
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{
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get { return m_nextLocalId++; }
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}
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#region Shutdown
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/// <summary>
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/// Tidy before shutdown
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/// </summary>
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public virtual void Close()
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{
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try
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{
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this.EventManager.TriggerShutdown();
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("SCENE", "World.cs: Close() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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}
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}
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