OpenSimMirror/OpenSim/Region/Environment/Scenes/SceneBase.cs

157 lines
5.0 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* 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 OpenSim Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using libsecondlife;
using OpenSim.Framework.Console;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Communications.Caches;
using OpenSim.Region.Terrain;
using OpenSim.Framework;
namespace OpenSim.Region.Environment.Scenes
{
public abstract class SceneBase : IScene
{
public Dictionary<LLUUID, EntityBase> Entities;
protected ulong m_regionHandle;
protected string m_regionName;
protected RegionInfo m_regInfo;
public TerrainEngine Terrain;
protected EventManager m_eventManager;
public EventManager EventManager
{
get { return m_eventManager; }
}
protected string m_datastore;
protected object m_syncRoot = new object();
private uint m_nextLocalId = 8880000;
protected AssetCache assetCache;
#region Update Methods
/// <summary>
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
/// </summary>
public abstract void Update();
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public abstract void LoadWorldMap();
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Terrain.GetHeights1D());
}
/// <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 virtual void SendLayerData(int px, int py, IClientAPI RemoteClient, float[] terrain)
{
RemoteClient.SendLayerData(px, py, terrain);
}
#endregion
#region Add/Remove Agent/Avatar
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="agentID"></param>
/// <param name="child"></param>
public abstract void AddNewClient(IClientAPI client, bool child);
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public abstract void RemoveClient(LLUUID agentID);
#endregion
/// <summary>
///
/// </summary>
/// <returns></returns>
public virtual RegionInfo RegionInfo
{
get { return this.m_regInfo; }
}
public object SyncRoot
{
get { return m_syncRoot; }
}
public uint NextLocalId
{
get { return m_nextLocalId++; }
}
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public virtual void Close()
{
try
{
this.EventManager.TriggerShutdown();
}
catch (Exception e)
{
MainLog.Instance.Error("SCENE", "World.cs: Close() - Failed with exception " + e.ToString());
}
}
#endregion
}
}