770 lines
28 KiB
C#
770 lines
28 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.Threading;
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using System.Timers;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Types;
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using OpenSim.Physics.Manager;
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using OpenSim.Region.Caches;
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using OpenSim.Region.Environment.Scripting;
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using OpenSim.Region.Terrain;
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using Caps=OpenSim.Region.Capabilities.Caps;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Region.Environment.Scenes
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{
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public delegate bool FilterAvatarList(ScenePresence avatar);
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public partial class Scene : SceneBase, ILocalStorageReceiver
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{
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protected Timer m_heartbeatTimer = new Timer();
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protected Dictionary<LLUUID, ScenePresence> Avatars;
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protected Dictionary<LLUUID, SceneObject> Prims;
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private PhysicsScene phyScene;
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private float timeStep = 0.1f;
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private Random Rand = new Random();
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private uint _primCount = 702000;
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private int storageCount;
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private Mutex updateLock;
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protected AuthenticateSessionsBase authenticateHandler;
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protected RegionCommsListener regionCommsHost;
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protected CommunicationsManager commsManager;
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protected Dictionary<LLUUID, Caps> capsHandlers = new Dictionary<LLUUID, Caps>();
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protected BaseHttpServer httpListener;
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public ParcelManager parcelManager;
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public EstateManager estateManager;
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public EventManager eventManager;
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public ScriptManager scriptManager;
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#region Properties
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/// <summary>
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///
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/// </summary>
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public PhysicsScene PhysScene
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{
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set
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{
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this.phyScene = value;
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}
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get
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{
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return (this.phyScene);
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}
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}
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#endregion
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#region Constructors
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/// <summary>
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/// Creates a new World class, and a region to go with it.
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/// </summary>
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/// <param name="clientThreads">Dictionary to contain client threads</param>
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/// <param name="regionHandle">Region Handle for this region</param>
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/// <param name="regionName">Region Name for this region</param>
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public Scene(Dictionary<uint, IClientAPI> clientThreads, RegionInfo regInfo, AuthenticateSessionsBase authen, CommunicationsManager commsMan, AssetCache assetCach, BaseHttpServer httpServer)
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{
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updateLock = new Mutex(false);
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this.authenticateHandler = authen;
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this.commsManager = commsMan;
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this.assetCache = assetCach;
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m_clientThreads = clientThreads;
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m_regInfo = regInfo;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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this.m_datastore = m_regInfo.DataStore;
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this.RegisterRegionWithComms();
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parcelManager = new ParcelManager(this, this.m_regInfo);
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estateManager = new EstateManager(this, this.m_regInfo);
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scriptManager = new ScriptManager(this);
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eventManager = new EventManager();
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MainLog.Instance.Verbose("World.cs - creating new entitities instance");
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Entities = new Dictionary<LLUUID, EntityBase>();
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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Prims = new Dictionary<LLUUID, SceneObject>();
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MainLog.Instance.Verbose("World.cs - creating LandMap");
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Terrain = new TerrainEngine();
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ScenePresence.LoadAnims();
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this.httpListener = httpServer;
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}
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#endregion
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/// <summary>
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///
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/// </summary>
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public void StartTimer()
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{
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m_heartbeatTimer.Enabled = true;
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m_heartbeatTimer.Interval = 100;
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m_heartbeatTimer.Elapsed += new ElapsedEventHandler(this.Heartbeat);
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}
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#region Update Methods
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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, EventArgs e)
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{
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this.Update();
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}
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/// <summary>
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/// Performs per-frame updates on the world, this should be the central world loop
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/// </summary>
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public override void Update()
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{
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updateLock.WaitOne();
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try
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{
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if (this.phyScene.IsThreaded)
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{
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this.phyScene.GetResults();
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}
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].updateMovement();
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}
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lock (this.m_syncRoot)
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{
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this.phyScene.Simulate(timeStep);
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}
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].update();
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}
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// General purpose event manager
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eventManager.TriggerOnFrame();
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//backup world data
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this.storageCount++;
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if (storageCount > 1200) //set to how often you want to backup
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{
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this.Backup();
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storageCount = 0;
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: Update() - Failed with exception " + e.ToString());
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}
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updateLock.ReleaseMutex();
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}
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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 bool Backup()
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{
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return true;
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}
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#endregion
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#region Regenerate Terrain
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/// <summary>
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/// Rebuilds the terrain using a procedural algorithm
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/// </summary>
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public void RegenerateTerrain()
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{
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try
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{
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Terrain.hills();
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lock (this.m_syncRoot)
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{
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this.phyScene.SetTerrain(Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(client);
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}
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Rebuilds the terrain using a 2D float array
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/// </summary>
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/// <param name="newMap">256,256 float array containing heights</param>
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public void RegenerateTerrain(float[,] newMap)
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{
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try
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{
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this.Terrain.setHeights2D(newMap);
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lock (this.m_syncRoot)
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{
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this.phyScene.SetTerrain(this.Terrain.getHeights1D());
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(client);
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}
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foreach (LLUUID UUID in Entities.Keys)
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{
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Entities[UUID].LandRenegerated();
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Rebuilds the terrain assuming changes occured at a specified point[?]
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/// </summary>
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/// <param name="changes">???</param>
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/// <param name="pointx">???</param>
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/// <param name="pointy">???</param>
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public void RegenerateTerrain(bool changes, int pointx, int pointy)
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{
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try
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{
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if (changes)
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{
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/* Dont save here, rely on tainting system instead */
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foreach (IClientAPI client in m_clientThreads.Values)
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{
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this.SendLayerData(pointx, pointy, client);
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}
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: RegenerateTerrain() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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#region Load Terrain
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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///
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public override void LoadWorldMap()
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{
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try
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{
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float[] map = this.localStorage.LoadWorld();
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if (map == null)
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{
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if (string.IsNullOrEmpty(this.m_regInfo.estateSettings.terrainFile))
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{
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Console.WriteLine("No default terrain, procedurally generating...");
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this.Terrain.hills();
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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}
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else
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{
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try
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{
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this.Terrain.loadFromFileF32(this.m_regInfo.estateSettings.terrainFile);
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this.Terrain *= this.m_regInfo.estateSettings.terrainMultiplier;
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}
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catch
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{
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Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
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Terrain.hills();
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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}
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}
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else
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{
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this.Terrain.setHeights1D(map);
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}
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CreateTerrainTexture();
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: LoadWorldMap() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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///
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/// </summary>
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private void CreateTerrainTexture()
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{
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//create a texture asset of the terrain
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byte[] data = this.Terrain.exportJpegImage("defaultstripe.png");
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this.m_regInfo.estateSettings.terrainImageID = LLUUID.Random();
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AssetBase asset = new AssetBase();
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asset.FullID = this.m_regInfo.estateSettings.terrainImageID;
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asset.Data = data;
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asset.Name = "terrainImage";
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asset.Type = 0;
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this.assetCache.AddAsset(asset);
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}
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#endregion
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#region Primitives Methods
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/// <summary>
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/// Loads the World's objects
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/// </summary>
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public void LoadPrimsFromStorage()
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{
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try
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{
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MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
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this.localStorage.LoadPrimitives(this);
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: LoadPrimsFromStorage() - Failed with exception " + e.ToString());
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}
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}
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/// <summary>
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/// Loads a specific object from storage
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/// </summary>
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/// <param name="prim">The object to load</param>
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public void PrimFromStorage(PrimData prim)
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{
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="agentClient"></param>
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public void AddNewPrim(Packet addPacket, IClientAPI agentClient)
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{
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AddNewPrim((ObjectAddPacket)addPacket, agentClient.AgentId);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="ownerID"></param>
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public void AddNewPrim(ObjectAddPacket addPacket, LLUUID ownerID)
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{
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try
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{
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SceneObject sceneOb = new SceneObject(m_regionHandle, this, addPacket, ownerID, this._primCount);
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this.Entities.Add(sceneOb.rootUUID, sceneOb);
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this._primCount++;
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// Trigger event for listeners
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// eventManager.TriggerOnNewPrimitive(prim);
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}
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catch (Exception e)
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{
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MainLog.Instance.Warn("World.cs: AddNewPrim() - Failed with exception " + e.ToString());
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}
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}
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public override uint AddNewPrim(LLUUID ownerId, PrimData primData, LLVector3 pos, LLQuaternion rotation, LLUUID texture, int flags)
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{
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uint id = NextLocalId;
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throw new NotImplementedException("Not implemented yet.");
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}
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#endregion
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#region Add/Remove Avatar Methods
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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 override void AddNewClient(IClientAPI client, bool child)
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{
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client.OnRegionHandShakeReply += this.SendLayerData;
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//remoteClient.OnRequestWearables += new GenericCall(this.GetInitialPrims);
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client.OnChatFromViewer += this.SimChat;
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client.OnRequestWearables += this.InformClientOfNeighbours;
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client.OnAddPrim += this.AddNewPrim;
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client.OnUpdatePrimPosition += this.UpdatePrimPosition;
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client.OnUpdatePrimSinglePosition += this.UpdatePrimSinglePosition;
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client.OnUpdatePrimRotation += this.UpdatePrimRotation;
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client.OnUpdatePrimGroupRotation += this.UpdatePrimRotation;
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client.OnUpdatePrimSingleRotation += this.UpdatePrimSingleRotation;
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client.OnUpdatePrimScale += this.UpdatePrimScale;
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client.OnUpdatePrimShape += this.UpdatePrimShape;
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client.OnRequestMapBlocks += this.RequestMapBlocks;
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client.OnTeleportLocationRequest += this.RequestTeleportLocation;
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client.OnObjectSelect += this.SelectPrim;
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client.OnGrapUpdate += this.MoveObject;
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client.OnNameFromUUIDRequest += this.commsManager.HandleUUIDNameRequest;
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client.OnObjectDescription += this.PrimDescription;
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client.OnObjectName += this.PrimName;
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client.OnLinkObjects += this.LinkObjects;
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/* remoteClient.OnParcelPropertiesRequest += new ParcelPropertiesRequest(parcelManager.handleParcelPropertiesRequest);
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remoteClient.OnParcelDivideRequest += new ParcelDivideRequest(parcelManager.handleParcelDivideRequest);
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remoteClient.OnParcelJoinRequest += new ParcelJoinRequest(parcelManager.handleParcelJoinRequest);
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remoteClient.OnParcelPropertiesUpdateRequest += new ParcelPropertiesUpdateRequest(parcelManager.handleParcelPropertiesUpdateRequest);
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remoteClient.OnEstateOwnerMessage += new EstateOwnerMessageRequest(estateManager.handleEstateOwnerMessage);
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*/
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this.estateManager.sendRegionHandshake(client);
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CreateAndAddScenePresence(client);
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return;
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}
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protected void CreateAndAddScenePresence(IClientAPI client)
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{
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ScenePresence newAvatar = null;
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MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Creating new avatar for remote viewer agent");
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newAvatar = new ScenePresence(client, this, this.m_regInfo);
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MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Adding new avatar to world");
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MainLog.Instance.Verbose("World.cs:AddViewerAgent() - Starting RegionHandshake ");
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PhysicsVector pVec = new PhysicsVector(newAvatar.Pos.X, newAvatar.Pos.Y, newAvatar.Pos.Z);
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lock (this.m_syncRoot)
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{
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newAvatar.PhysActor = this.phyScene.AddAvatar(pVec);
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}
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lock (Entities)
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{
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if (!Entities.ContainsKey(client.AgentId))
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{
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this.Entities.Add(client.AgentId, newAvatar);
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}
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else
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{
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Entities[client.AgentId] = newAvatar;
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}
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}
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lock (Avatars)
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{
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if (Avatars.ContainsKey(client.AgentId))
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{
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Avatars[client.AgentId] = newAvatar;
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}
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else
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{
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this.Avatars.Add(client.AgentId, newAvatar);
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}
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}
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}
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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 override void RemoveClient(LLUUID agentID)
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{
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eventManager.TriggerOnRemovePresence(agentID);
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return;
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}
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#endregion
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#region Request Avatars List Methods
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//The idea is to have a group of method that return a list of avatars meeting some requirement
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// ie it could be all Avatars within a certain range of the calling prim/avatar.
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/// <summary>
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/// Request a List of all Avatars in this World
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/// </summary>
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/// <returns></returns>
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public List<ScenePresence> RequestAvatarList()
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{
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List<ScenePresence> result = new List<ScenePresence>();
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foreach (ScenePresence avatar in Avatars.Values)
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{
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result.Add(avatar);
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}
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return result;
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}
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/// <summary>
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/// Request a filtered list of Avatars in this World
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/// </summary>
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/// <returns></returns>
|
|
public List<ScenePresence> RequestAvatarList(FilterAvatarList filter)
|
|
{
|
|
List<ScenePresence> result = new List<ScenePresence>();
|
|
|
|
foreach (ScenePresence avatar in Avatars.Values)
|
|
{
|
|
if (filter(avatar))
|
|
{
|
|
result.Add(avatar);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Request a Avatar by UUID
|
|
/// </summary>
|
|
/// <param name="avatarID"></param>
|
|
/// <returns></returns>
|
|
public ScenePresence RequestAvatar(LLUUID avatarID)
|
|
{
|
|
if (this.Avatars.ContainsKey(avatarID))
|
|
{
|
|
return Avatars[avatarID];
|
|
}
|
|
return null;
|
|
}
|
|
#endregion
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="entID"></param>
|
|
/// <returns></returns>
|
|
public bool DeleteEntity(LLUUID entID)
|
|
{
|
|
if (this.Entities.ContainsKey(entID))
|
|
{
|
|
this.Entities.Remove(entID);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public void SendAllSceneObjectsToClient(IClientAPI client)
|
|
{
|
|
foreach (EntityBase ent in Entities.Values)
|
|
{
|
|
if (ent is SceneObject)
|
|
{
|
|
((SceneObject)ent).SendAllChildPrimsToClient(client);
|
|
}
|
|
}
|
|
}
|
|
|
|
#region RegionCommsHost
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void RegisterRegionWithComms()
|
|
{
|
|
|
|
this.regionCommsHost = this.commsManager.GridServer.RegisterRegion(this.m_regInfo);
|
|
if (this.regionCommsHost != null)
|
|
{
|
|
this.regionCommsHost.OnExpectUser += this.NewUserConnection;
|
|
this.regionCommsHost.OnAvatarCrossingIntoRegion += this.AgentCrossing;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <param name="agent"></param>
|
|
public void NewUserConnection(ulong regionHandle, AgentCircuitData agent)
|
|
{
|
|
// Console.WriteLine("World.cs - add new user connection");
|
|
//should just check that its meant for this region
|
|
if (regionHandle == this.m_regInfo.RegionHandle)
|
|
{
|
|
if (agent.CapsPath != "")
|
|
{
|
|
//Console.WriteLine("new user, so creating caps handler for it");
|
|
Caps cap = new Caps(this.assetCache, httpListener, this.m_regInfo.ExternalHostName, this.m_regInfo.ExternalEndPoint.Port, agent.CapsPath, agent.AgentID);
|
|
cap.RegisterHandlers();
|
|
this.capsHandlers.Add(agent.AgentID, cap);
|
|
}
|
|
this.authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
|
|
}
|
|
}
|
|
|
|
public void AgentCrossing(ulong regionHandle, LLUUID agentID, LLVector3 position)
|
|
{
|
|
if (regionHandle == this.m_regInfo.RegionHandle)
|
|
{
|
|
if (this.Avatars.ContainsKey(agentID))
|
|
{
|
|
this.Avatars[agentID].MakeAvatar(position);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void InformClientOfNeighbours(IClientAPI remoteClient)
|
|
{
|
|
// Console.WriteLine("informing client of neighbouring regions");
|
|
List<RegionInfo> neighbours = this.commsManager.GridServer.RequestNeighbours(this.m_regInfo);
|
|
|
|
//Console.WriteLine("we have " + neighbours.Count + " neighbouring regions");
|
|
if (neighbours != null)
|
|
{
|
|
for (int i = 0; i < neighbours.Count; i++)
|
|
{
|
|
// Console.WriteLine("sending neighbours data");
|
|
AgentCircuitData agent = remoteClient.RequestClientInfo();
|
|
agent.BaseFolder = LLUUID.Zero;
|
|
agent.InventoryFolder = LLUUID.Zero;
|
|
agent.startpos = new LLVector3(128, 128, 70);
|
|
agent.child = true;
|
|
this.commsManager.InterRegion.InformRegionOfChildAgent(neighbours[i].RegionHandle, agent);
|
|
remoteClient.InformClientOfNeighbour(neighbours[i].RegionHandle, neighbours[i].ExternalEndPoint);
|
|
//this.capsHandlers[remoteClient.AgentId].CreateEstablishAgentComms("", System.Net.IPAddress.Parse(neighbours[i].CommsIPListenAddr) + ":" + neighbours[i].CommsIPListenPort);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionHandle"></param>
|
|
/// <returns></returns>
|
|
public RegionInfo RequestNeighbouringRegionInfo(ulong regionHandle)
|
|
{
|
|
return this.commsManager.GridServer.RequestNeighbourInfo(regionHandle);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="minX"></param>
|
|
/// <param name="minY"></param>
|
|
/// <param name="maxX"></param>
|
|
/// <param name="maxY"></param>
|
|
public void RequestMapBlocks(IClientAPI remoteClient, int minX, int minY, int maxX, int maxY)
|
|
{
|
|
List<MapBlockData> mapBlocks;
|
|
mapBlocks = this.commsManager.GridServer.RequestNeighbourMapBlocks(minX, minY, maxX, maxY);
|
|
remoteClient.SendMapBlock(mapBlocks);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="remoteClient"></param>
|
|
/// <param name="RegionHandle"></param>
|
|
/// <param name="position"></param>
|
|
/// <param name="lookAt"></param>
|
|
/// <param name="flags"></param>
|
|
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, LLVector3 position, LLVector3 lookAt, uint flags)
|
|
{
|
|
if (regionHandle == this.m_regionHandle)
|
|
{
|
|
if (this.Avatars.ContainsKey(remoteClient.AgentId))
|
|
{
|
|
remoteClient.SendTeleportLocationStart();
|
|
remoteClient.SendLocalTeleport(position, lookAt, flags);
|
|
this.Avatars[remoteClient.AgentId].Teleport(position);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RegionInfo reg = this.RequestNeighbouringRegionInfo(regionHandle);
|
|
if (reg != null)
|
|
{
|
|
remoteClient.SendTeleportLocationStart();
|
|
AgentCircuitData agent = remoteClient.RequestClientInfo();
|
|
agent.BaseFolder = LLUUID.Zero;
|
|
agent.InventoryFolder = LLUUID.Zero;
|
|
agent.startpos = new LLVector3(128, 128, 70);
|
|
agent.child = true;
|
|
this.commsManager.InterRegion.InformRegionOfChildAgent(regionHandle, agent);
|
|
this.commsManager.InterRegion.ExpectAvatarCrossing(regionHandle, remoteClient.AgentId, position);
|
|
|
|
remoteClient.SendRegionTeleport(regionHandle, 13, reg.ExternalEndPoint, 4, (1 << 4));
|
|
|
|
}
|
|
//remoteClient.SendTeleportCancel();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="regionhandle"></param>
|
|
/// <param name="agentID"></param>
|
|
/// <param name="position"></param>
|
|
public bool InformNeighbourOfCrossing(ulong regionhandle, LLUUID agentID, LLVector3 position)
|
|
{
|
|
return this.commsManager.InterRegion.ExpectAvatarCrossing(regionhandle, agentID, position);
|
|
}
|
|
|
|
#endregion
|
|
|
|
}
|
|
}
|