MAJOR IP RESTRUCTURING

* moving towards IPEndPoints all over the place
* trying to make the internal/external division
This commit is contained in:
lbsa71
2007-07-01 16:07:41 +00:00
parent 5e805656db
commit 06a8c13200
13 changed files with 270 additions and 154 deletions

View File

@@ -15,6 +15,7 @@ using OpenSim.Framework.Communications;
using OpenSim.Region.Communications.Local;
using OpenSim.Region.ClientStack;
using OpenSim.Region.Physics.BasicPhysicsPlugin;
using System.Net;
namespace SimpleApp
{
@@ -31,9 +32,8 @@ namespace SimpleApp
// CheckSumServer checksumServer = new CheckSumServer(12036);
// checksumServer.ServerListener();
string simAddr = "127.0.0.1";
int simPort = 9000;
IPEndPoint internalEndPoint = new IPEndPoint( IPAddress.Parse( "127.0.0.1" ), 9000 );
m_circuitManager = new AuthenticateSessionsBase();
InventoryCache inventoryCache = new InventoryCache();
@@ -44,8 +44,8 @@ namespace SimpleApp
AssetCache assetCache = new AssetCache(assetServer);
UDPServer udpServer = new UDPServer(simPort, assetCache, inventoryCache, m_log, m_circuitManager );
PacketServer packetServer = new PacketServer( udpServer, (uint) simPort );
UDPServer udpServer = new UDPServer( internalEndPoint.Port, assetCache, inventoryCache, m_log, m_circuitManager );
PacketServer packetServer = new PacketServer(udpServer);
udpServer.ServerListener();
ClientView.TerrainManager = new TerrainManager(new SecondLife());
@@ -53,9 +53,9 @@ namespace SimpleApp
NetworkServersInfo serverInfo = new NetworkServersInfo();
CommunicationsLocal communicationsManager = new CommunicationsLocal(serverInfo);
RegionInfo regionInfo = new RegionInfo( 1000, 1000, simAddr, simPort, simAddr );
BaseHttpServer httpServer = new BaseHttpServer(simPort);
RegionInfo regionInfo = new RegionInfo( 1000, 1000, internalEndPoint, "localhost" );
BaseHttpServer httpServer = new BaseHttpServer( internalEndPoint.Port );
MyWorld world = new MyWorld(packetServer.ClientAPIs, regionInfo, m_circuitManager, communicationsManager, assetCache, httpServer);
world.PhysScene = new BasicScene();
udpServer.LocalWorld = world;