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* Fixed some of the problems with crossing regions when flying: you should no longer sink to ground level when crossing (should keep roughly your right height). Should no longer sometimes get sent back to the centre of the current region when attempting to border cross. But instead sometimes you will find you avatar stop at the edge of region and you will need to start moving again to retry the crossing (which should then work). This code is partly based on Babblefrog's issue #212 patch. [I think I have some ideas of how to solve the stopping at edges problem, just want to get the inventory code done first] * Capabilities code has now been moved to the OpenSim.Framework.Communications project as some of the caps code will be tightly tied to inventory/asset handling and it was causing a two way reference problem when it was in its own project/dll. This is a Big commit as I was going to keep my inventory work local until I had it in a working state, in case it brakes anything, but its getting harder to keep in sync with svn.
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using System.Collections.Generic;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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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.Region.Environment.Scenes;
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using OpenSim.Region.Terrain;
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using OpenSim.Region.Environment;
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using OpenSim.Framework.Communications.Caches;
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using Avatar=OpenSim.Region.Environment.Scenes.ScenePresence;
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namespace SimpleApp
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{
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public class MyWorld : Scene
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{
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private List<ScenePresence> m_avatars;
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public MyWorld( RegionInfo regionInfo, AgentCircuitManager authen, CommunicationsManager commsMan, AssetCache assetCach, StorageManager storeMan, BaseHttpServer httpServer)
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: base( regionInfo, authen, commsMan, assetCach, storeMan, httpServer)
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{
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m_avatars = new List<Avatar>();
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}
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public override void LoadWorldMap()
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{
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float[] map = new float[65536];
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for (int i = 0; i < 65536; i++)
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{
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int x = i % 256;
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int y = i / 256;
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map[i] = 25f;
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}
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this.Terrain.GetHeights1D(map);
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this.CreateTerrainTexture();
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}
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#region IWorld Members
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override public void AddNewClient(IClientAPI client, bool child)
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{
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LLVector3 pos = new LLVector3(128, 128, 128);
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client.OnRegionHandShakeReply += SendLayerData;
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/*client.OnChatFromViewer +=
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delegate(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID)
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{
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// Echo it (so you know what you typed)
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client.SendChatMessage(message, type, fromPos, fromName, fromAgentID);
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client.SendChatMessage("Ready.", 1, pos, "System", LLUUID.Zero );
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};
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*/
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client.OnChatFromViewer += this.SimChat;
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client.OnAddPrim += AddNewPrim;
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client.OnUpdatePrimGroupPosition += this.UpdatePrimPosition;
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client.OnRequestMapBlocks += this.RequestMapBlocks;
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client.OnTeleportLocationRequest += this.RequestTeleportLocation;
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client.OnGrapUpdate += this.MoveObject;
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client.OnNameFromUUIDRequest += this.commsManager.HandleUUIDNameRequest;
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client.OnCompleteMovementToRegion += delegate()
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{
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client.SendChatMessage("Welcome to My World.", 1, pos, "System", LLUUID.Zero );
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};
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client.SendRegionHandshake(m_regInfo);
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ScenePresence avatar = CreateAndAddScenePresence(client);
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avatar.Pos = new LLVector3(128, 128, 26);
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}
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#endregion
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}
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}
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