Files
opensim/OpenSim/OpenSim.Region/Scenes/SceneBase.cs
2007-06-14 12:49:28 +00:00

139 lines
4.8 KiB
C#

/*
* Copyright (c) Contributors, http://www.openmetaverse.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using libsecondlife;
using libsecondlife.Packets;
using System.Collections.Generic;
using System.Text;
using System.Reflection;
using System.IO;
using System.Threading;
using OpenSim.Physics.Manager;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Inventory;
using OpenSim.Region.Scripting;
using OpenSim.Terrain;
namespace OpenSim.Region.Scenes
{
public abstract class SceneBase : IWorld
{
public Dictionary<libsecondlife.LLUUID, Entity> Entities;
protected Dictionary<uint, IClientAPI> m_clientThreads;
protected ulong m_regionHandle;
protected string m_regionName;
protected RegionInfo m_regInfo;
public TerrainEngine Terrain; //TODO: Replace TerrainManager with this.
protected libsecondlife.TerrainManager TerrainManager; // To be referenced via TerrainEngine
protected object m_syncRoot = new object();
private uint m_nextLocalId = 8880000;
#region Update Methods
/// <summary>
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
/// </summary>
public abstract void Update();
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public abstract void LoadWorldMap();
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Terrain.getHeights1D());
}
/// <summary>
/// Sends a specified patch to a client
/// </summary>
/// <param name="px">Patch coordinate (x) 0..16</param>
/// <param name="py">Patch coordinate (y) 0..16</param>
/// <param name="RemoteClient">The client to send to</param>
public abstract void SendLayerData(int px, int py, IClientAPI RemoteClient);
#endregion
#region Add/Remove Agent/Avatar
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
/// <param name="agentID"></param>
/// <param name="child"></param>
public abstract void AddNewAvatar(IClientAPI remoteClient, LLUUID agentID, bool child);
/// <summary>
///
/// </summary>
/// <param name="agentID"></param>
public abstract void RemoveAvatar(LLUUID agentID);
#endregion
/// <summary>
///
/// </summary>
/// <returns></returns>
public virtual RegionInfo RegionInfo
{
get { return null; }
}
public object SyncRoot
{
get { return m_syncRoot; }
}
public uint NextLocalId
{
get { return m_nextLocalId++; }
}
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public abstract void Close();
#endregion
}
}