Files
opensim/OpenSim/Region/Environment/Scenes/SceneManager.cs
lbsa71 409bcd999d * Continuing refactoring of presence
* Deleted stub ScenePresence.Body.cs
  * Added stub Region classes

The idea is to, at first, have every ScenePresence have one RegionPresence, moving code over to it until we can detach the two classes and not have a ScenePresence for every RegionPresence.
2007-09-21 03:13:49 +00:00

237 lines
7.4 KiB
C#

using System;
using System.Collections.Generic;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
using libsecondlife;
namespace OpenSim.Region.Environment.Scenes
{
public class SceneManager
{
private readonly List<Scene> m_localScenes;
private Scene m_currentScene = null;
public Scene CurrentScene
{
get { return m_currentScene; }
}
public Scene CurrentOrFirstScene
{
get
{
if (m_currentScene == null)
{
return m_localScenes[0];
}
else
{
return m_currentScene;
}
}
}
public SceneManager()
{
m_localScenes = new List<Scene>();
}
public void Close()
{
for (int i = 0; i < m_localScenes.Count; i++)
{
m_localScenes[i].Close();
}
}
public void Add(Scene scene)
{
m_localScenes.Add(scene);
}
public void SaveCurrentSceneToXml(string filename)
{
CurrentOrFirstScene.SavePrimsToXml(filename);
}
public void LoadCurrentSceneFromXml(string filename)
{
CurrentOrFirstScene.LoadPrimsFromXml(filename);
}
public bool RunTerrainCmdOnCurrentScene(string[] cmdparams, ref string result)
{
if (m_currentScene == null)
{
bool success = true;
foreach (Scene scene in m_localScenes)
{
if (!scene.Terrain.RunTerrainCmd(cmdparams, ref result, scene.RegionInfo.RegionName))
{
success = false;
}
}
return success;
}
else
{
return m_currentScene.Terrain.RunTerrainCmd(cmdparams, ref result, m_currentScene.RegionInfo.RegionName);
}
}
public void SendCommandToCurrentSceneScripts(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.SendCommandToScripts(cmdparams); });
}
public void SetBypassPermissionsOnCurrentScene(bool bypassPermissions)
{
ForEachCurrentScene(delegate(Scene scene) { scene.PermissionsMngr.BypassPermissions = bypassPermissions; });
}
private void ForEachCurrentScene(Action<Scene> func)
{
if (m_currentScene == null)
{
m_localScenes.ForEach(func);
}
else
{
func(m_currentScene);
}
}
public void BackupCurrentScene()
{
ForEachCurrentScene(delegate(Scene scene) { scene.Backup(); });
}
public void HandleAlertCommandOnCurrentScene(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.HandleAlertCommand(cmdparams); });
}
public bool TrySetCurrentScene(string regionName)
{
if ((String.Compare(regionName, "root") == 0) || (String.Compare(regionName, "..") == 0))
{
m_currentScene = null;
return true;
}
else
{
Console.WriteLine("Searching for Region: '" + regionName + "'");
foreach (Scene scene in m_localScenes)
{
if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
{
m_currentScene = scene;
return true;
}
}
return false;
}
}
public void SetDebugPacketOnCurrentScene(LogBase log, int newDebug)
{
ForEachCurrentScene(delegate(Scene scene)
{
foreach (EntityBase entity in scene.Entities.Values)
{
if (entity is ScenePresence)
{
ScenePresence scenePrescence = entity as ScenePresence;
if (!scenePrescence.IsChildAgent)
{
log.Error(String.Format("Packet debug for {0} {1} set to {2}",
scenePrescence.Firstname, scenePrescence.Lastname,
newDebug));
scenePrescence.ControllingClient.SetDebug(newDebug);
}
}
}
});
}
public List<ScenePresence> GetCurrentSceneAvatars()
{
List<ScenePresence> avatars = new List<ScenePresence>();
ForEachCurrentScene(delegate(Scene scene)
{
foreach (EntityBase entity in scene.Entities.Values)
{
if (entity is ScenePresence)
{
ScenePresence scenePrescence = entity as ScenePresence;
if (!scenePrescence.IsChildAgent)
{
avatars.Add(scenePrescence);
}
}
}
});
return avatars;
}
public RegionInfo GetRegionInfo(ulong regionHandle)
{
foreach (Scene scene in m_localScenes)
{
if (scene.RegionInfo.RegionHandle == regionHandle)
{
return scene.RegionInfo;
}
}
return null;
}
public void SetCurrentSceneTimePhase(int timePhase)
{
ForEachCurrentScene(delegate(Scene scene)
{
scene.SetTimePhase(
timePhase)
;
});
}
public void ForceCurrentSceneClientUpdate()
{
ForEachCurrentScene(delegate(Scene scene) { scene.ForceClientUpdate(); });
}
public void HandleEditCommandOnCurrentScene(string[] cmdparams)
{
ForEachCurrentScene(delegate(Scene scene) { scene.HandleEditCommand(cmdparams); });
}
public bool TryGetAvatar( LLUUID avatarId, out ScenePresence avatar )
{
foreach (Scene scene in m_localScenes)
{
if( scene.TryGetAvatar( avatarId, out avatar ))
{
return true;
}
}
avatar = null;
return false;
}
public void CloseScene(Scene scene)
{
m_localScenes.Remove(scene);
scene.Close();
}
}
}