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Goodbye World
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176
OpenSim/OpenSim.World/WorldBase.cs
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176
OpenSim/OpenSim.World/WorldBase.cs
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using System;
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using libsecondlife;
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using libsecondlife.Packets;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using System.IO;
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using System.Threading;
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using OpenSim.Physics.Manager;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Terrain;
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using OpenSim.Framework.Inventory;
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using OpenSim.Assets;
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using OpenSim.RegionServer.world.scripting;
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using OpenSim.Terrain;
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namespace OpenSim.world
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{
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public class WorldBase
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{
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public Dictionary<libsecondlife.LLUUID, Entity> Entities;
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protected Dictionary<uint, IClientAPI> m_clientThreads;
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protected ulong m_regionHandle;
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protected string m_regionName;
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protected InventoryCache _inventoryCache;
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protected AssetCache _assetCache;
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protected RegionInfo m_regInfo;
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public TerrainEngine Terrain; //TODO: Replace TerrainManager with this.
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protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine
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#region Properties
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public InventoryCache InventoryCache
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{
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set
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{
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this._inventoryCache = value;
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}
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}
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public AssetCache AssetCache
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{
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set
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{
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this._assetCache = value;
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}
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}
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#endregion
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#region Constructors
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public WorldBase()
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{
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}
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#endregion
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#region Setup Methods
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/// <summary>
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/// Register Packet handler Methods with the packet server (which will register them with the SimClient)
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/// </summary>
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/// <param name="packetServer"></param>
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public virtual void RegisterPacketHandlers(PacketServer packetServer)
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{
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}
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#endregion
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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 virtual void Update()
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{
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}
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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 virtual void LoadWorldMap()
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{
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}
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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(ClientView RemoteClient)
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{
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try
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{
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int[] patches = new int[4];
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x = x + 4)
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{
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patches[0] = x + 0 + y * 16;
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patches[1] = x + 1 + y * 16;
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patches[2] = x + 2 + y * 16;
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patches[3] = x + 3 + y * 16;
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Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches);
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RemoteClient.OutPacket(layerpack);
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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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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString());
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}
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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 void SendLayerData(int px, int py, ClientView RemoteClient)
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{
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try
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{
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int[] patches = new int[1];
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int patchx, patchy;
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patchx = px / 16;
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patchy = py / 16;
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patches[0] = patchx + 0 + patchy * 16;
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Packet layerpack = TerrainManager.CreateLandPacket(Terrain.getHeights1D(), patches);
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RemoteClient.OutPacket(layerpack);
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}
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catch (Exception e)
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{
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.MEDIUM, "World.cs: SendLayerData() - Failed with exception " + e.ToString());
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}
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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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/// Add a new Agent's avatar
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/// </summary>
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/// <param name="agentClient"></param>
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public virtual Avatar AddViewerAgent(ClientView agentClient)
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{
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return null;
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}
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/// <summary>
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/// Remove a Agent's avatar
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/// </summary>
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/// <param name="agentClient"></param>
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public virtual void RemoveViewerAgent(ClientView agentClient)
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{
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}
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#endregion
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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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}
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#endregion
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}
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}
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