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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene). Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
158 lines
4.7 KiB
C#
158 lines
4.7 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 OpenSim 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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*/
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using System;
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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.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Terrain;
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namespace OpenSim.Region.Environment.Scenes
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{
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public abstract class SceneBase : IScene
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{
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#region Fields
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private readonly ClientManager m_clientManager = new ClientManager();
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public ClientManager ClientManager
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{
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get { return m_clientManager; }
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}
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// public Dictionary<LLUUID, EntityBase> Entities;
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protected ulong m_regionHandle;
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protected string m_regionName;
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protected RegionInfo m_regInfo;
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public TerrainEngine Terrain;
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protected EventManager m_eventManager;
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public EventManager EventManager
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{
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get { return m_eventManager; }
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}
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public RegionInfo RegionsInfo
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{
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get { return m_regInfo; }
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}
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protected string m_datastore;
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protected object m_syncRoot = new object();
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private uint m_nextLocalId = 8880000;
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protected AssetCache assetCache;
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#endregion
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#region Update Methods
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/// <summary>
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/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
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/// </summary>
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public abstract void Update();
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#endregion
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#region Terrain Methods
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/// <summary>
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/// Loads the World heightmap
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/// </summary>
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public abstract void LoadWorldMap();
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/// <summary>
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/// Send the region heightmap to the client
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/// </summary>
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/// <param name="RemoteClient">Client to send to</param>
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public virtual void SendLayerData(IClientAPI RemoteClient)
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{
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RemoteClient.SendLayerData(Terrain.GetHeights1D());
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}
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#endregion
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#region Add/Remove Agent/Avatar
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/// <summary>
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///
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/// </summary>
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/// <param name="remoteClient"></param>
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/// <param name="agentID"></param>
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/// <param name="child"></param>
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public abstract void AddNewClient(IClientAPI client, bool child);
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/// <summary>
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///
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/// </summary>
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/// <param name="agentID"></param>
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public abstract void RemoveClient(LLUUID agentID);
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#endregion
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public virtual RegionInfo RegionInfo
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{
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get { return m_regInfo; }
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}
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public object SyncRoot
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{
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get { return m_syncRoot; }
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}
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public uint NextLocalId
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{
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get { return m_nextLocalId++; }
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}
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#region Shutdown
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/// <summary>
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/// Tidy before shutdown
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/// </summary>
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public virtual void Close()
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{
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try
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{
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EventManager.TriggerShutdown();
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("SCENE", "SceneBase.cs: Close() - Failed with exception " + e.ToString());
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}
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}
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#endregion
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}
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} |