* LogFile now defaults to "{apptype}.log"

* cleaned away suo and user files.
* added handy string chat variety to the API
* Moved LockPhysicsEngine on World to SyncRoot on IWorld
* Introduced NextLocalId instead of World fuggliness.
* Transformed GetRegionInfo to Property on IWorld for great justice
* Extracted default wearables (good to have)
* Deleted unused BaseServer
* Used IWorld instead of World wherever possible
* The client constructor's not getting unused port any longer.
* Extracted ClientView factoring so PacketServer can be tweaked.
* Added SendLayerData to World
* Made WorldBase abstract and cleaned it up a bit
* added OpenGrid.Framework.Communications.dll.build and OpenSim.World.dll.build to svn
* Added code for two examples (but not in prebuild yet)
This commit is contained in:
lbsa71
2007-06-09 21:45:58 +00:00
parent 42448ad129
commit 4224b695ac
83 changed files with 1371 additions and 974 deletions

View File

@@ -70,7 +70,7 @@ namespace OpenSim
private AgentAssetUpload UploadAssets;
private LLUUID newAssetFolder = LLUUID.Zero;
private bool debug = false;
private IWorld m_world;
protected IWorld m_world;
private Dictionary<uint, ClientView> m_clientThreads;
private AssetCache m_assetCache;
private IGridServer m_gridServer;
@@ -78,11 +78,9 @@ namespace OpenSim
private int cachedtextureserial = 0;
private RegionInfo m_regionData;
protected AuthenticateSessionsBase m_authenticateSessionsHandler;
protected uint serverPort = 0;
public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, Dictionary<uint, ClientView> clientThreads, IWorld world, AssetCache assetCache, PacketServer packServer, InventoryCache inventoryCache, AuthenticateSessionsBase authenSessions, uint port)
public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, Dictionary<uint, ClientView> clientThreads, IWorld world, AssetCache assetCache, PacketServer packServer, InventoryCache inventoryCache, AuthenticateSessionsBase authenSessions )
{
this.serverPort = port;
m_world = world;
m_clientThreads = clientThreads;
m_assetCache = assetCache;