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All you need to do is put .xml files for each region you want to be ran by the single server inside the "bin\Regions" folder (make sure none of the settings in those .xml files conflict with each other) and then startup the server and login, Any neighbouring regions that are being ran in the instance should show up. (However there is still no movement or anything) Now time to refine the communications interfaces!
91 lines
4.0 KiB
C#
91 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Framework.Inventory;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework.Types;
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namespace OpenSim.Framework.Interfaces
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{
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public delegate void ChatFromViewer(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID);
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public delegate void RezObject(AssetBase primAsset, LLVector3 pos);
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public delegate void ModifyTerrain(byte action, float north, float west);
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public delegate void SetAppearance(byte[] texture, AgentSetAppearancePacket.VisualParamBlock[] visualParam);
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public delegate void StartAnim(LLUUID animID, int seq);
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public delegate void LinkObjects(uint parent, List<uint> children);
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public delegate void GenericCall(IClientAPI remoteClient);
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public delegate void GenericCall2();
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public delegate void GenericCall3(Packet packet); // really don't want to be passing packets in these events, so this is very temporary.
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public delegate void GenericCall4(Packet packet, IClientAPI remoteClient);
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public delegate void GenericCall5(IClientAPI remoteClient, bool status);
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public delegate void GenericCall6(LLUUID uid);
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public delegate void UpdateShape(uint localID, ObjectShapePacket.ObjectDataBlock shapeBlock);
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public delegate void ObjectSelect(uint localID, IClientAPI remoteClient);
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public delegate void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient);
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public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient);
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public delegate void UpdatePrimVector(uint localID, LLVector3 pos, IClientAPI remoteClient);
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public delegate void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient);
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public delegate void StatusChange(bool status);
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public delegate void NewAvatar(IClientAPI remoteClient, LLUUID agentID, bool status);
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public interface IClientAPI
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{
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event ChatFromViewer OnChatFromViewer;
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event RezObject OnRezObject;
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event ModifyTerrain OnModifyTerrain;
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event SetAppearance OnSetAppearance;
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event StartAnim OnStartAnim;
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event LinkObjects OnLinkObjects;
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event GenericCall4 OnDeRezObject;
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event GenericCall OnRegionHandShakeReply;
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event GenericCall OnRequestWearables;
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event GenericCall2 OnCompleteMovementToRegion;
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event GenericCall3 OnAgentUpdate;
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event GenericCall OnRequestAvatarsData;
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event GenericCall4 OnAddPrim;
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event UpdateShape OnUpdatePrimShape;
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event ObjectSelect OnObjectSelect;
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event UpdatePrimFlags OnUpdatePrimFlags;
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event UpdatePrimTexture OnUpdatePrimTexture;
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event UpdatePrimVector OnUpdatePrimPosition;
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event UpdatePrimRotation OnUpdatePrimRotation;
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event UpdatePrimVector OnUpdatePrimScale;
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event StatusChange OnChildAgentStatus;
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event GenericCall2 OnStopMovement;
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event NewAvatar OnNewAvatar;
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event GenericCall6 OnRemoveAvatar;
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LLVector3 StartPos
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{
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get;
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set;
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}
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LLUUID AgentId
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{
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get;
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}
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string FirstName
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{
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get;
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}
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string LastName
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{
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get;
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}
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void OutPacket(Packet newPack);
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void SendWearables(AvatarWearable[] wearables);
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void SendChatMessage(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID);
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void SendLayerData(float[] map);
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void SendRegionHandshake(RegionInfo regionInfo);
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void MoveAgentIntoRegion(RegionInfo regInfo);
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void SendAvatarData(RegionInfo regionInfo, string firstName, string lastName, LLUUID avatarID, uint avatarLocalID, LLVector3 Pos);
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void InformClientOfNeighbour(ulong neighbourHandle, System.Net.IPAddress neighbourIP, ushort neighbourPort);
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AgentCircuitData RequestClientInfo();
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}
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}
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