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*Grid mode now gets past region handshake, BUT the client (both nicholas and the normal one) crash as soon as the next step is displayed on the screen
131 lines
4.6 KiB
C#
131 lines
4.6 KiB
C#
using System;
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using System.Net;
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using libsecondlife;
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using OpenSim.Assets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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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.Physics.Manager;
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using OpenSim.Region.Caches;
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using OpenSim.Region.Capabilities;
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using OpenSim.Region.ClientStack;
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using OpenSim.Region.Communications.Local;
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using OpenSim.Region.GridInterfaces.Local;
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namespace SimpleApp
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{
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class Program : IAssetReceiver, conscmd_callback
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{
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private LogBase m_log;
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AuthenticateSessionsBase m_circuitManager;
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uint m_localId;
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private void Run()
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{
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m_log = new LogBase(null, "SimpleApp", this, false);
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MainLog.Instance = m_log;
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// CheckSumServer checksumServer = new CheckSumServer(12036);
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// checksumServer.ServerListener();
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IPEndPoint internalEndPoint = new IPEndPoint( IPAddress.Parse( "127.0.0.1" ), 9000 );
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m_circuitManager = new AuthenticateSessionsBase();
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InventoryCache inventoryCache = new InventoryCache();
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LocalAssetServer assetServer = new LocalAssetServer();
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assetServer.SetServerInfo("http://127.0.0.1:8003/", "");
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assetServer.SetReceiver(this);
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AssetCache assetCache = new AssetCache(assetServer);
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UDPServer udpServer = new UDPServer( internalEndPoint.Port, assetCache, inventoryCache, m_log, m_circuitManager );
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PacketServer packetServer = new PacketServer(udpServer);
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udpServer.ServerListener();
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ClientView.TerrainManager = new TerrainManager(new SecondLife());
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NetworkServersInfo serverInfo = new NetworkServersInfo();
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CommunicationsLocal communicationsManager = new CommunicationsLocal(serverInfo);
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RegionInfo regionInfo = new RegionInfo( 1000, 1000, internalEndPoint, "127.0.0.1" );
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BaseHttpServer httpServer = new BaseHttpServer( internalEndPoint.Port );
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MyWorld world = new MyWorld(packetServer.ClientAPIs, regionInfo, m_circuitManager, communicationsManager, assetCache, httpServer);
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world.PhysScene = PhysicsScene.Null;
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udpServer.LocalWorld = world;
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httpServer.AddXmlRPCHandler("login_to_simulator", communicationsManager.UserServices.XmlRpcLoginMethod );
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httpServer.Start();
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m_log.WriteLine( LogPriority.NORMAL, "Press enter to quit.");
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m_log.ReadLine();
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PrimData primData = new PrimData();
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primData.Scale = new LLVector3(1, 1, 1);
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m_localId = world.AddNewPrim( LLUUID.Zero, primData, LLVector3.Zero, new LLQuaternion(0, 0, 0, 0), LLUUID.Zero, 0);
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}
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private bool AddNewSessionHandler(ulong regionHandle, Login loginData)
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{
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m_log.WriteLine(LogPriority.NORMAL, "Region [{0}] recieved Login from [{1}] [{2}]", regionHandle, loginData.First, loginData.Last);
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AgentCircuitData agent = new AgentCircuitData();
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agent.AgentID = loginData.Agent;
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agent.firstname = loginData.First;
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agent.lastname = loginData.Last;
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agent.SessionID = loginData.Session;
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agent.SecureSessionID = loginData.SecureSession;
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agent.circuitcode = loginData.CircuitCode;
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agent.BaseFolder = loginData.BaseFolder;
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agent.InventoryFolder = loginData.InventoryFolder;
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agent.startpos = new LLVector3(128, 128, 70);
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m_circuitManager.AddNewCircuit(agent.circuitcode, agent);
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return true;
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}
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#region IAssetReceiver Members
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public void AssetReceived( AssetBase asset, bool IsTexture)
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{
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throw new Exception("The method or operation is not implemented.");
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}
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public void AssetNotFound( AssetBase asset)
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{
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throw new Exception("The method or operation is not implemented.");
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}
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#endregion
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#region conscmd_callback Members
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public void RunCmd(string cmd, string[] cmdparams)
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{
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throw new Exception("The method or operation is not implemented.");
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}
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public void Show(string ShowWhat)
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{
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throw new Exception("The method or operation is not implemented.");
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}
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#endregion
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static void Main(string[] args)
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{
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Program app = new Program();
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app.Run();
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}
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}
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}
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