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Fixing SVN: Adding hopefully everything else (2.5 / 3)
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205
OpenSim/OpenSim.RegionServer/Simulator/WorldBase.cs
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205
OpenSim/OpenSim.RegionServer/Simulator/WorldBase.cs
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/*
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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 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.RegionServer.Assets;
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using OpenSim.RegionServer.Scripting;
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using OpenSim.RegionServer.Client;
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using OpenSim.Terrain;
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using OpenSim.Framework.Console;
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namespace OpenSim.RegionServer.Simulator
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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, ClientView> 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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public 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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MainConsole.Instance.Warn("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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MainConsole.Instance.Warn("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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