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* This allows you to utilize System.Drawing tools on textures within the region. * Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.
216 lines
6.7 KiB
C#
216 lines
6.7 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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{
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public class World : IWorld
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{
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private readonly Scene m_internalScene;
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private readonly Heightmap m_heights;
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private readonly ObjectAccessor m_objs;
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public World(Scene internalScene)
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{
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m_internalScene = internalScene;
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m_heights = new Heightmap(m_internalScene);
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m_objs = new ObjectAccessor(m_internalScene);
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}
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#region Events
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#region OnNewUser
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private event OnNewUserDelegate _OnNewUser;
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private bool _OnNewUserActive;
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public event OnNewUserDelegate OnNewUser
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{
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add
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{
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if (!_OnNewUserActive)
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{
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_OnNewUserActive = true;
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m_internalScene.EventManager.OnNewPresence += EventManager_OnNewPresence;
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}
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_OnNewUser += value;
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}
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remove
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{
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_OnNewUser -= value;
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if (_OnNewUser == null)
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{
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_OnNewUserActive = false;
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m_internalScene.EventManager.OnNewPresence -= EventManager_OnNewPresence;
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}
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}
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}
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void EventManager_OnNewPresence(ScenePresence presence)
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{
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if (_OnNewUser != null)
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{
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NewUserEventArgs e = new NewUserEventArgs();
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e.Avatar = new SPAvatar(m_internalScene, presence.UUID);
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_OnNewUser(this, e);
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}
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}
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#endregion
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#region OnChat
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private event OnChatDelegate _OnChat;
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private bool _OnChatActive;
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public event OnChatDelegate OnChat
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{
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add
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{
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if (!_OnChatActive)
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{
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_OnChatActive = true;
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m_internalScene.EventManager.OnChatFromClient += EventManager_OnChatFromClient;
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m_internalScene.EventManager.OnChatFromWorld += EventManager_OnChatFromWorld;
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}
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_OnChat += value;
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}
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remove
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{
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_OnChat -= value;
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if (_OnChat == null)
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{
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_OnChatActive = false;
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m_internalScene.EventManager.OnChatFromClient -= EventManager_OnChatFromClient;
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m_internalScene.EventManager.OnChatFromWorld -= EventManager_OnChatFromWorld;
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}
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}
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}
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void EventManager_OnChatFromWorld(object sender, OSChatMessage chat)
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{
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if (_OnChat != null)
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{
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HandleChatPacket(chat);
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return;
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}
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}
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private void HandleChatPacket(OSChatMessage chat)
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{
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if(string.IsNullOrEmpty(chat.Message))
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return;
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// Object?
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if (chat.Sender == null && chat.SenderObject != null)
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{
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ChatEventArgs e = new ChatEventArgs();
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e.Sender = new SOPObject(m_internalScene, ((SceneObjectPart) chat.SenderObject).LocalId);
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e.Text = chat.Message;
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_OnChat(this, e);
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return;
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}
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// Avatar?
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if (chat.Sender != null && chat.SenderObject == null)
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{
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ChatEventArgs e = new ChatEventArgs();
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e.Sender = new SPAvatar(m_internalScene, chat.SenderUUID);
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e.Text = chat.Message;
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_OnChat(this, e);
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return;
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}
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// Skip if other
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}
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void EventManager_OnChatFromClient(object sender, OSChatMessage chat)
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{
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if (_OnChat != null)
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{
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HandleChatPacket(chat);
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return;
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}
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}
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#endregion
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#endregion
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public IObjectAccessor Objects
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{
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get { return m_objs; }
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}
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public IParcel[] Parcels
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{
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get
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{
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List<ILandObject> m_los = m_internalScene.LandChannel.AllParcels();
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List<IParcel> m_parcels = new List<IParcel>(m_los.Count);
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foreach (ILandObject landObject in m_los)
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{
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m_parcels.Add(new LOParcel(m_internalScene, landObject.landData.LocalID));
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}
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return m_parcels.ToArray();
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}
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}
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public IAvatar[] Avatars
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{
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get
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{
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List<EntityBase> ents = m_internalScene.Entities.GetAllByType<ScenePresence>();
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IAvatar[] rets = new IAvatar[ents.Count];
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for (int i = 0; i < ents.Count; i++)
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{
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EntityBase ent = ents[i];
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rets[i] = new SPAvatar(m_internalScene, ent.UUID);
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}
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return rets;
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}
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}
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public IHeightmap Terrain
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{
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get { return m_heights; }
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}
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}
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}
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